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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
The-Errorist
572
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Posted - 2014.03.25 12:24:00 -
[1] - Quote
Reav Hannari wrote:Minmatar Assault still has an innate armor repair of 1 hp/s according to the fitting window and 'show info' window.
The Hack Speed bonuses don't appear in either window as well. While not a defect this is definitely a UI issue. Shhhhhhhh, your ruining the fun. |
The-Errorist
573
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Posted - 2014.03.25 14:08:00 -
[2] - Quote
nicholas73 wrote:MImmatar assault bonus is not applying to Explosive weapons. (MD/Flaylock) They changed the skill to not affect explosives.
Also all of prototype commandos don't have a different color scheme besides the Amarr ones and the Caldari only gets red eyes.
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The-Errorist
574
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Posted - 2014.03.25 14:13:00 -
[3] - Quote
nicholas73 wrote:The-Errorist wrote:[quote=nicholas73]MImmatar assault bonus is not applying to Explosive weapons. (MD/Flaylock) They changed the skill to not affect explosives.
Also all of prototype commandos don't have a different color scheme besides the Amarr ones and the Caldari only gets red eyes.
That sucks |
The-Errorist
579
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Posted - 2014.03.25 20:17:00 -
[4] - Quote
chevrons on the map are backwards, they point to the opposite direction of where the person is facing, unlike how dots point to where the person is facing.
Also, in addition to the core skills not applying for around a minute after spawning, the same applies to the the Minmatar assault bonus. Not sure if that's what happened to the Amarr assault too. |
The-Errorist
579
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Posted - 2014.03.25 22:22:00 -
[5] - Quote
You guys should read post #101. |
The-Errorist
579
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Posted - 2014.03.25 22:37:00 -
[6] - Quote
crazy space 1 wrote:Kage Roth wrote:Caldari Heavy and Sentinel say they have a 1 second shield depleted delay. omg does it do that in game?
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Working as intended |
The-Errorist
579
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Posted - 2014.03.25 22:43:00 -
[7] - Quote
C Saunders wrote:Basic gallente scout only has 1 equipment slot. When activating cloak sprint doesnt work correctly until button released and pushed again. Proto LP Ammar Commando has 2 light weapons 1 sidearm
This really gives people a reason to fight for the Amarr. |
The-Errorist
588
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Posted - 2014.03.27 22:11:00 -
[8] - Quote
RA Drahcir wrote:Of course no love for Amarr Assault. You just have to wait until the core, dropsuit, and weapon skills kick in: when your hp fills up all the way. This is a problem for all dropsuits and not just the Amarr Assault. |
The-Errorist
588
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Posted - 2014.03.27 22:13:00 -
[9] - Quote
Patrick57 wrote:The-Errorist wrote:RA Drahcir wrote:Of course no love for Amarr Assault. What do you mean? I'd assume that the Amarr Assault bonus still isn't applying. read my latest edit |
The-Errorist
589
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Posted - 2014.03.28 00:44:00 -
[10] - Quote
Levithunder wrote:Turret shows up on the top of the tank in the display vehical page but does not deploy on top it deploys in the front middle of the tank. That's a problem that was in 1.7 |
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The-Errorist
602
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Posted - 2014.03.30 23:26:00 -
[11] - Quote
ROMULUS H3X wrote:All Commandos don't have the +5% to sidearm reload speed as stated in the patch notes...
I Specced into this just for that bonus, only to notice right after that the sidearm reload speed bonus isn't present on the commando
I really hope this was just "forgotten" and not intentionally left out... because leaving that in the patch notes would be really decieving and I would have rather spent those skill points into something I will use....
I don't like to use light weapons on my commando I feel too Over Powered.
Honestly I thought you were doing the Sidearm /Commando events at the same time BECAUSE THERE WAS SUPPOSED TO BE THE SIDEARM RELOAD BONUS FROM THE COMMANDO
I thought wrong???? Yeah, CCP lied in the patch notes, the skill description doesn't list a sidearm reload speed bonus in-game.
CCP Logibro wrote:* Commando [5% reduction to reload speed of light/sidearm weapons per level] |
The-Errorist
613
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Posted - 2014.04.03 00:22:00 -
[12] - Quote
Sylvan Snow wrote:I believe that the gallente commando damage bonus is not applying on the basic suit. I did a small test in factional warfare that seemed to support this but if someone else could test it that would be great. You mean standard and not basic right? |
The-Errorist
613
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Posted - 2014.04.03 00:39:00 -
[13] - Quote
Sylvan Snow wrote:The-Errorist wrote:Sylvan Snow wrote:I believe that the gallente commando damage bonus is not applying on the basic suit. I did a small test in factional warfare that seemed to support this but if someone else could test it that would be great. You mean standard and not basic right? Yes, sorry about that. What weapons were you using on it? |
The-Errorist
613
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Posted - 2014.04.03 00:46:00 -
[14] - Quote
Sylvan Snow wrote:The standard assault rifle You waited until your hp was filled up all the way before you started testing it right? |
The-Errorist
614
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Posted - 2014.04.03 18:17:00 -
[15] - Quote
Francois Sanchez wrote:There is a problem with myofybril stimulants, I met a minmatar scout today who was dealing 491HP per melee hit. Even with all his high slots dedicated to those modules he shouldn't reach that amount of damage. 3 myofybril stimulants with max skills=183% extra damage (75+65+ 43) 120x2.83=339.6
Your math is wrong. In Dust bonuses are not additive, but are multiplicative, so u have to do this instead: 110+ù1.75+ù1.65+ù1.43 = 454.20375
By the way, the base damage of the Minmatar scout is 120. |
The-Errorist
625
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Posted - 2014.04.05 08:45:00 -
[16] - Quote
KalOfTheRathi wrote:The-Errorist wrote:Francois Sanchez wrote:3 myofybril stimulants with max skills=183% extra damage (75+65+ 43) 120x2.83=339.6
Your math is wrong. In Dust bonuses are not additive, but are multiplicative, so u have to do this instead: 110+ù1.75+ù1.65+ù1.43 = 454.20375 I have no knowledge of melee values. Except punching a pre 1.8 scout with a heavy could OHK them. However I do have some concerns with your comments. In Dust CCP/Shanghai used the standard Microsoft math library rounding down solution. And they do it at each calculation of the equation. So there is no rounding up on any value and the total rounded down resulting in, in my opinion, excessive reduction of bonus values. For instance is you have three steps for the math in question A = 1.35, B = 2.7, C = 3.45 (totally made up numbers) the results one might expect when rounding would be A = 1, B = 3, C = 3, total = 7. In Dust they are A = 1, B = 2, C = 3, total = 6. This caused significant confusion earlier when trying to fill in the very limited information the minimal documentation provided. Also EVE Online is multiplicative while all the Dust514 values I have verified personally are additive. In EVE your the 454 would be valid but down in the Dust it might not be true. Most likely there is a bonus that was missed by the first complainer. In particular because neither of the calculations produced the 491 in question. I have never seen a Dev reply to fully explain any math question responding to Dust. I have been playing since the second weekend Dust of Closed Beta and originally some of the tank values appeared to mimic EVE. Then they didn't and it has produced many animated discussions. Rounding down and assuming additive results in accurate results ... for tanks. Welcome to Dust Dust values are not additive, they are multiplicative like in EVE. If you use a tool that calculates stats multiplicatively like hydraSlav's' Dust Fitting tool and compare it to values displayed in game on fittings, you'll see that they match up pretty nicely.
Also you claim that "there is no rounding up on any value and the total rounded down" when thats not the case, dust doesn't always through away the tenths and hundreds places of values like the .35 in your example. Dust sometimes, but not always truncates values when it only accepts whole number values, and when its not truncating those values it rounds; the rounding for a lot of things follows (inconsistantly) rounding 5s down and 6s up.
Try playing with fitting optimization, Minmatar Assault with a CR, kincats, PG/CPU extenders, nanocircuitry, dropsuit core upgrades, dropsuit electronics, and dropsuit engineering. |
The-Errorist
643
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Posted - 2014.04.19 03:48:00 -
[17] - Quote
steadyhand amarr wrote:Skybladev2 wrote:Regis Blackbird wrote:Code merging is not basic stuff by a longshot. (It can be extremely complex) Not condoning CCP nor their screwup, just stating facts. But this bugs reappear means that QA did not work at all. They should add this checks in new test sequence. Yeh shows their not regression testing but i would put good money on them not haveing the staff to have effect regression tests or well any tests Based on what the CPM have been saying about CCP's resources, I doubt CCP has a staffing problem, its just that they lack focus. |
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