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Thread Statistics | Show CCP posts - 5 post(s) |
Zaaeed Massani
RisingSuns
57
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Posted - 2014.03.25 16:02:00 -
[1] - Quote
CCP Logibro wrote:Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though. Sentinel and Basic Heavy, not Commando.
Breathing much easier now. Looks like I'll still spec into my Min Commando when I get home in an hour or two. Thank you very much for the much-needed clarification. |
Zaaeed Massani
RisingSuns
58
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Posted - 2014.03.27 00:42:00 -
[2] - Quote
Given its relevance, I'll leave this here... |
Zaaeed Massani
RisingSuns
60
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Posted - 2014.03.27 18:52:00 -
[3] - Quote
Baal Roo wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m. Wow, these are legitimately good changes. Well done.
This.
CCP can haz cheezburger. |
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