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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Patrick57
7148
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Posted - 2014.04.23 10:47:00 -
[61] - Quote
KAGEHOSHI Horned Wolf wrote:This 0 risk high reward tactic needs to be handled. Then why do we still have a redline?
Hell is empty and all the devils are here.
-William Shakespeare
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Symbioticforks
Ancient Exiles. Dirt Nap Squad.
145
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Posted - 2014.04.23 10:51:00 -
[62] - Quote
CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency.
Give prototype sniper rifles increased head shot damage. This will help balance heavies more.
^^CCP IGNORES ALL SNIPER RELATED ISSUES^^
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boba's fetta
Dead Man's Game
544
|
Posted - 2014.04.23 10:56:00 -
[63] - Quote
another fat suit in agreement.
webbing effect has to go for sure. why should the guys with the sense to run the hell away not be allowed to do so.
skills are not being applied till 30 secs after spawn fixes before nerfs thank you.
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boba's fetta
Dead Man's Game
544
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Posted - 2014.04.23 11:00:00 -
[64] - Quote
KingBabar wrote:In my not so humbe opinin:
- Remove/reduce stun Lock effect, especially for the HMG. - Add a 1 sec time delay for entering vehicles.
I don't think nerfing the Heavy HP nor screwing With the HMG damage and range is the right way to go.
id also add a delay to getting out. good idea +1
skills are not being applied till 30 secs after spawn fixes before nerfs thank you.
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3613
|
Posted - 2014.04.23 11:22:00 -
[65] - Quote
I've never been a fan of the fast strafe speeds in this game. Tracking shooters are nice and all, but there comes a point when the speed outdoes the ability to track consistently via controller. The strongest proponents of faster strafe game actually can't aim much better than the average joe, they simply MOVE well and abuse the fastest suits in the game when aim assist is at its weakest.
They then delude themselves into believing they have superior aim and everyone else needs to "git gud" when the reality is they are simply shooting at slower targets that are naturally easier to hit, while applying smart strafe tactics to make them god tier compared to everyone else.
As far as I'm concerned, the webbing effect is welcomed. If you want to fix KB/M and allow us to use it properly again that would be great, uncap all the speeds on everything for all I care. Or if you want to turn DOWN the strafe movement, you should remove the web. But unless that happens, leave it in. This game has ridiculous strafe speeds compared to most other games when you consider how much HP the average person has. Yet for some reason the community acts like "ZOMG STRAFE SPEED SO SLOOOOOOOOOW". Buncha crazy bastards.
Unpopular opinion dispersed, you may all continue deluding yourselves now. |
castba
Penguin's March
396
|
Posted - 2014.04.23 11:30:00 -
[66] - Quote
jerrmy12 kahoalii wrote:castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. Tell me again how someone who is really good using something and goes positive means its good? I went 30/1 with an assault, is it fine? Yes, he is very good but this was the first time I had seen him seemingly solo and without proto (all std level gear). He moved well, used cover effectively and was patient enough to let his shields recover before re-engaging. Basically using the suit to its strengths.
I have no comment on your claim as I have never faced you in game, or if I have it was forgettable. |
NextDark Knight
Hellstorm Inc League of Infamy
374
|
Posted - 2014.04.23 12:03:00 -
[67] - Quote
Heavies are fine.. some are a little underpowered.
Assaults suits do need a look over,
Hit stun should knock down a target instead of the slow down.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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IceShifter Childhaspawn
DUST University Ivy League
555
|
Posted - 2014.04.23 12:04:00 -
[68] - Quote
Patrick57 wrote:KAGEHOSHI Horned Wolf wrote:This 0 risk high reward tactic needs to be handled. Then why do we still have a redline? -To prevent MCC camping -To allow vehicles to deploy safely -To allow the forming of squads -To allow access to the Depot in case you spawned in the wrong suit
The redline isnt the problem or the solution, But to placate the protostomping f***tards, implement a surrender button. Take away the redline and watch as everyone leaves the match. So you can ultimately play with yourself.
EP 1.8: Revenge of the Scouts
Hiding in the redline means: I want to play, just not with you
+25 = I'm helping
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Cyzad4
Blackfish Corp.
292
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Posted - 2014.04.23 12:11:00 -
[69] - Quote
Patrick57 wrote:KAGEHOSHI Horned Wolf wrote:This 0 risk high reward tactic needs to be handled. Then why do we still have a redline? Gives ADS pilots somewhere to run when they take fire
Welcome to you're "DOOM"
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NAV HIV
The Generals General Tso's Alliance
1540
|
Posted - 2014.04.23 12:34:00 -
[70] - Quote
I am not a Heavy, free Heavy frames don't count... But heavies are a real challenge now and i love fighting them
Great post OP... No need to nerf heavies or anything but few issues require some tweaking
- Slowing down when hit by HMG - Heavies in LAV - Heavies Using light weapons... With 12-1500 EHP and all the damage resistance, the heavies with Light Weapons are my problems - Assault suits could use some resistance bonuses... |
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Goric Rumis
Dead Six Initiative Lokun Listamenn
398
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Posted - 2014.04.23 15:41:00 -
[71] - Quote
Great post except for one thing.
KAGEHOSHI Horned Wolf wrote: Projectile damage profile (-5% to shields/+10% to armor). Every other damage profile has the damage bonus to one kind of HP (shields or armor), and the damage deficit against the other type of HP add up to 0; for example, laser damage profile is +20% to shields, and -20% to armor, adds up to 0. The projectile damage bonus has a net 5% gain, this creates a slight balance issue for the HMG (and combat rifle). The damage profile for projectiles need to be changed to something with a net 0 gain like everything else.
As previously discussed, this is a cosmetic issue and not a real problem. If I were CCP, I would still even it out just to avoid the headache of having people complain about it, but the perceived imbalance doesn't have an inherent practical impact.
It is a consideration however that the damage profile has the smallest difference between shields and armor (15.8% versus 22-50% for other damage types), which means weapons of this type should be treated as "jack of all trades" and have lower overall damage output when compared to other classes of weapons (i.e., does more damage to shields than rails and more damage to armor than lasers but less damage overall). (Meaning that hypothetically if you go up against a suit with an equal amount of shields and armor, the projectile weapons should take the longest of all the weapons in their class to kill the suit. But compared to weapons that are weak against shields they will kill heavily-shielded suits quicker, and compared to weapons that are weak against armor they will kill heavily-armored suits quicker. That's the nature of jack-of-all-trades.)
Again, I haven't done the numbers, but that relative weakness doesn't appear to be the case with the Combat Rifle currently and it may justify a slight decrease to HMG damage. But I recommend making any changes to the webbing effect before decreasing damage.
The Tank Balancing Factor No One Is Discussing
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Zahle Undt
Bullet Cluster Lokun Listamenn
1428
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Posted - 2014.04.23 16:00:00 -
[72] - Quote
Himiko Kuronaga wrote:I've never been a fan of the fast strafe speeds in this game. Tracking shooters are nice and all, but there comes a point when the speed outdoes the ability to track consistently via controller. The strongest proponents of faster strafe game actually can't aim much better than the average joe, they simply MOVE well and abuse the fastest suits in the game when aim assist is at its weakest.
So true, they are so twitchy. Don't get me wrong, its a skill, one I can't do. But it is precisely what separates most of the "elite" from the scrubs like me. I can't dance back and forth at super speeds to avoid bullets or pogo stick around landing headshots. I guess one has to tip their cap to the skill of those of you who do it, but it is pretty funny to call this a tactical squad based shooter when ones dance moves matter more than tactics and teamwork.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Bormir1r
Fatal Absolution Dirt Nap Squad.
386
|
Posted - 2014.04.23 16:10:00 -
[73] - Quote
KAGEHOSHI Horned Wolf wrote:There is a perception that heavies are OP, and to me it feels true that they are too strong. Some have called for nerfs against heavy/sentines suits, but I believe the issue is a complex one, and that heavies may quickly end up underpowered if they have their HP nerfed in addition to to fixing the multitude of other balance issues that need to be taken care of. Before any discussion of HP nerfs, several issues have to be handled. The Issues: The assaults are underpowered. Right now scouts can tank nearly as much HP as assaults while being faster, having a 2nd equipment, having a bonus to cloaks, being great a detection and scan evasion; assaults pretty much suck by comparison. Medium frame slots are very messed up in my opinion, think this stuff needs to be fixed anyway, so might as well use the slot fixes it as a means to buff assaults and other mediums. Others have suggested things like regeneration to give assaults a niche, and also increasing base HP of mediums. Anyway, one of the reason heavies seem to be so unstoppable is that the main combat forces (assaults) are so bad right now, if assaults were buffed, heavies might seem less OP by comparison; I think assaults will get buffed anyway, so its safer to just wait for the assault buff rather than just nerf heavies now, nerfing heavies followed by an assault buff could leave heavies comparatively underpowered. Too much change at once is dangerous. The slow-down-when-hit effect on weapons. There is an effect that reduces your speed when you are hit by a weapon. No one wanted it, and no one likes it. It nullifies the mobility advantage of many suits, and it creates balance issues with many weapons; basically each round hitting slows down the target a bit, and high rate-of-fire weapons fire more rounds are fire more rounds at a given time interval, which makes the slow-down effect even higher. This gives the CR, aCR, HMG, and other high ROF weapons an extra (and unnecessary) advantage. This effect is the absolute worst with the HMG because of its extremely high rate of fire, this effect needs to be removed. Projectile damage profile (-5% to shields/+10% to armor). Every other damage profile has the damage bonus to one kind of HP (shields or armor), and the damage deficit against the other type of HP add up to 0; for example, laser damage profile is +20% to shields, and -20% to armor, adds up to 0. The projectile damage bonus has a net 5% gain, this creates a slight balance issue for the HMG (and combat rifle).The damage profile for projectiles need to be changed to something with a net 0 gain like everything else. The rifles and other weapons got nerfed in 1.8, but HMG was not nerfed. I think HMG's were at a good place in 1.7, but nerfing so many weapons while leaving the HMG alone gave the HMG an unnecessary comparative buff. The HMG might need a small 5-10% nerf after the removal of the slow-down effect, and the change to the projectile damage profile if heavies still appear to be overpowered after.
Heavies in vehicles. One of the balancing factors that heavies have is their low speed, but getting an LAV or any other vehicle allows a heavy to completely overcome the lack of speed. A popular tactic employed by heavies is the use of LAVs to close the distance between enemies, instantly jumping out and killing enemies, and instantly jumping back in the LAV to escape whenever they start taking significant damage. This wasn't much of an issue for me personally before 1.8 because my packed AV grenades were enough to destroy a militia LAV and its occupants, but now they can't because maximum carried grenades for all grenade types have been reduced. There needs to be enter/exit animations to give those around time to damage or escape the entering/exiting heavy, or at least something like a hack sequence to enter or exit. This 0 risk high reward tactic needs to be handled.
These things need to be out of the way first before nerfing the HP of heavies becomes an option.
Dude you've hit it right on the dot. IMO the main problem is the HMG, I actually think the HP is just fine! The problem arises when it currently takes 3-5 SG shots to kill a heavy, but their HMG allows them to just side-swipe and just drop everyone in it's path. I've literally had moments where I would just stand for literally a second and get dropped by an HMG. Furthermore the sprinting bug which is independent of the slug action of the HMG bullets worsens the situation because if you're "sprinting" 3m/s on a scout suit, you're going to die 90% of the time. If these issues and the balancing of assaults were fixed, this game would be utterly amazing. The truth is we're actually very close to having balance between all classes.
"One does not simply" run 11.12 m/s.
You do it with 63.00 Stamina Regen.
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Heimdallr69
Heaven's Lost Property Dirt Nap Squad.
2168
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Posted - 2014.04.23 16:12:00 -
[74] - Quote
Do you think what you linked would help assaults? I mean it takes care of the logi problem but I don't see it helping any other way? Looks good though, good job. Actually I like cat mercs idea.. He's in the right direction.
Removed inappropriate content - CCP Logibro
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Bormir1r
Fatal Absolution Dirt Nap Squad.
386
|
Posted - 2014.04.23 16:13:00 -
[75] - Quote
IceShifter Childhaspawn wrote:Want to break the chains of 5 and 10 percent changes, how about 3% or 2% If the changes are smaller my favorite suit wont go from "good in buildings or narrow passages" to "sucks everywhere" overnight -again. At least gives us a chance to try something new before the suit is completely nerfed to worthlessness.
The problem isn't the suit, it's the HMG and it's effects in addition to the sprinting bug.
"One does not simply" run 11.12 m/s.
You do it with 63.00 Stamina Regen.
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IceShifter Childhaspawn
DUST University Ivy League
557
|
Posted - 2014.04.23 16:14:00 -
[76] - Quote
Zahle Undt wrote:Himiko Kuronaga wrote:I've never been a fan of the fast strafe speeds in this game. Tracking shooters are nice and all, but there comes a point when the speed outdoes the ability to track consistently via controller. The strongest proponents of faster strafe game actually can't aim much better than the average joe, they simply MOVE well and abuse the fastest suits in the game when aim assist is at its weakest.
So true, they are so twitchy. Don't get me wrong, its a skill, one I can't do. But it is precisely what separates most of the "elite" from the scrubs like me. I can't dance back and forth at super speeds to avoid bullets or pogo stick around landing headshots. I guess one has to tip their cap to the skill of those of you who do it, but it is pretty funny to call this a tactical squad based shooter when ones dance moves matter more than tactics and teamwork. Everyone should read and take time to appreciate this post
EP 1.8: Revenge of the Scouts
Hiding in the redline means: I want to play, just not with you
+25 = I'm helping
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IceShifter Childhaspawn
DUST University Ivy League
557
|
Posted - 2014.04.23 16:18:00 -
[77] - Quote
Bormir1r wrote:IceShifter Childhaspawn wrote:Want to break the chains of 5 and 10 percent changes, how about 3% or 2% If the changes are smaller my favorite suit wont go from "good in buildings or narrow passages" to "sucks everywhere" overnight -again. At least gives us a chance to try something new before the suit is completely nerfed to worthlessness. The problem isn't the suit, it's the HMG and it's effects in addition to the sprinting bug.
This suits primary purpose is to keep its user alive while wielding a Hmg. Forges too. I dont run heavy to have high hp. I run heavy to change raspberry minds about charging down my hallway.
EP 1.8: Revenge of the Scouts
Hiding in the redline means: I want to play, just not with you
+25 = I'm helping
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Joel II X
Dah Gods O Bacon
2430
|
Posted - 2014.04.23 16:45:00 -
[78] - Quote
I love you, OP. |
Nihilus Warwick
Pradox One Proficiency V.
84
|
Posted - 2014.04.23 16:51:00 -
[79] - Quote
KAGEHOSHI Horned Wolf wrote:There is a perception that heavies are OP, and to me it feels true that they are too strong. Some have called for nerfs against heavy/sentines suits, but I believe the issue is a complex one, and that heavies may quickly end up underpowered if they have their HP nerfed in addition to to fixing the multitude of other balance issues that need to be taken care of. Before any discussion of HP nerfs, several issues have to be handled. The Issues: The assaults are underpowered. Right now scouts can tank nearly as much HP as assaults while being faster, having a 2nd equipment, having a bonus to cloaks, being great a detection and scan evasion; assaults pretty much suck by comparison. Medium frame slots are very messed up in my opinion, think this stuff needs to be fixed anyway, so might as well use the slot fixes it as a means to buff assaults and other mediums. Others have suggested things like regeneration to give assaults a niche, and also increasing base HP of mediums. Anyway, one of the reason heavies seem to be so unstoppable is that the main combat forces (assaults) are so bad right now, if assaults were buffed, heavies might seem less OP by comparison; I think assaults will get buffed anyway, so its safer to just wait for the assault buff rather than just nerf heavies now, nerfing heavies followed by an assault buff could leave heavies comparatively underpowered. Too much change at once is dangerous. The slow-down-when-hit effect on weapons. There is an effect that reduces your speed when you are hit by a weapon. No one wanted it, and no one likes it. It nullifies the mobility advantage of many suits, and it creates balance issues with many weapons; basically each round hitting slows down the target a bit, and high rate-of-fire weapons fire more rounds are fire more rounds at a given time interval, which makes the slow-down effect even higher. This gives the CR, aCR, HMG, and other high ROF weapons an extra (and unnecessary) advantage. This effect is the absolute worst with the HMG because of its extremely high rate of fire, this effect needs to be removed. Projectile damage profile (-5% to shields/+10% to armor). Every other damage profile has the damage bonus to one kind of HP (shields or armor), and the damage deficit against the other type of HP add up to 0; for example, laser damage profile is +20% to shields, and -20% to armor, adds up to 0. The projectile damage bonus has a net 5% gain, this creates a slight balance issue for the HMG (and combat rifle).The damage profile for projectiles need to be changed to something with a net 0 gain like everything else. The rifles and other weapons got nerfed in 1.8, but HMG was not nerfed. I think HMG's were at a good place in 1.7, but nerfing so many weapons while leaving the HMG alone gave the HMG an unnecessary comparative buff. The HMG might need a small 5-10% nerf after the removal of the slow-down effect, and the change to the projectile damage profile if heavies still appear to be overpowered after.
Heavies in vehicles. One of the balancing factors that heavies have is their low speed, but getting an LAV or any other vehicle allows a heavy to completely overcome the lack of speed. A popular tactic employed by heavies is the use of LAVs to close the distance between enemies, instantly jumping out and killing enemies, and instantly jumping back in the LAV to escape whenever they start taking significant damage. This wasn't much of an issue for me personally before 1.8 because my packed AV grenades were enough to destroy a militia LAV and its occupants, but now they can't because maximum carried grenades for all grenade types have been reduced. There needs to be enter/exit animations to give those around time to damage or escape the entering/exiting heavy, or at least something like a hack sequence to enter or exit. This 0 risk high reward tactic needs to be handled.
These things need to be out of the way first before nerfing the HP of heavies becomes an option.
Always a pleasure reading your write ups. This is really well thought out. |
MINA Longstrike
546
|
Posted - 2014.04.23 17:09:00 -
[80] - Quote
Awry Barux wrote:Great writeup on the various aspects of this issue, +1.
The CPM needs to take this thread, and generally everything Kagehoshi has to say, and go beat CCP over the head with it word for word until it sticks. IWS, as the biggest forum warrior on the CPM, I'm looking at you.
kagehoshi says some really, really ****ing stupid stuff quite frequently. Yeah he hits it home sometimes, but he misses the pitch completely just as often.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
5044
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Posted - 2014.04.23 17:16:00 -
[81] - Quote
MINA Longstrike wrote:Awry Barux wrote:Great writeup on the various aspects of this issue, +1.
The CPM needs to take this thread, and generally everything Kagehoshi has to say, and go beat CCP over the head with it word for word until it sticks. IWS, as the biggest forum warrior on the CPM, I'm looking at you. kagehoshi says some really, really ****ing stupid stuff quite frequently. Yeah he hits it home sometimes, but he misses the pitch completely just as often. You're seriously going to attack one of the most reasonable people on this compost heap of a forum?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Arkena Wyrnspire
Fatal Absolution
12668
|
Posted - 2014.04.23 17:22:00 -
[82] - Quote
MINA Longstrike wrote:Awry Barux wrote:Great writeup on the various aspects of this issue, +1.
The CPM needs to take this thread, and generally everything Kagehoshi has to say, and go beat CCP over the head with it word for word until it sticks. IWS, as the biggest forum warrior on the CPM, I'm looking at you. kagehoshi says some really, really ****ing stupid stuff quite frequently. Yeah he hits it home sometimes, but he misses the pitch completely just as often.
As opposed to, say, completely missing the pitch every time like you do? KAGEHOSHI is a good poster. You are not. Go back under your bridge.
You have long since made your choice. What you make now is a mistake.
EUrobro
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
5044
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Posted - 2014.04.23 17:25:00 -
[83] - Quote
ZDub 303 wrote:This all looks far too complicated. A 20% HP nerf takes like 10s of coding.
I think we know which option CCP will choose. Wow, you missed the point entirely.
It's like you were trying to make the dumbest possible response to this thread.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
731
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Posted - 2014.04.23 17:27:00 -
[84] - Quote
Mobius Wyvern wrote:ZDub 303 wrote:This all looks far too complicated. A 20% HP nerf takes like 10s of coding.
I think we know which option CCP will choose. Wow, you missed the point entirely. It's like you were trying to make the dumbest possible response to this thread.
It was sarcasm Mobius, but i also fear CCP will go the easy way...
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
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ZDub 303
TeamPlayers Dirt Nap Squad.
2501
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Posted - 2014.04.23 17:27:00 -
[85] - Quote
Mobius Wyvern wrote:ZDub 303 wrote:This all looks far too complicated. A 20% HP nerf takes like 10s of coding.
I think we know which option CCP will choose. Wow, you missed the point entirely. It's like you were trying to make the dumbest possible response to this thread.
I think you missed the point of my post entirely. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3615
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Posted - 2014.04.23 17:47:00 -
[86] - Quote
Look, just stop talking about heavies.
The less you talk about it, the less likely they will be ruined by CCP.
The game is almost well balanced. They have more constructive things to be doing like fixing the assault. |
Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
5044
|
Posted - 2014.04.23 18:27:00 -
[87] - Quote
Himiko Kuronaga wrote:Look, just stop talking about heavies.
The less you talk about it, the less likely they will be ruined by CCP.
The game is almost well balanced. They have more constructive things to be doing like fixing the assault. The state of heavies is part of what is making the Assault suits useless.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Awry Barux
Ametat Security Amarr Empire
2105
|
Posted - 2014.04.23 19:17:00 -
[88] - Quote
MINA Longstrike wrote:Awry Barux wrote:Great writeup on the various aspects of this issue, +1.
The CPM needs to take this thread, and generally everything Kagehoshi has to say, and go beat CCP over the head with it word for word until it sticks. IWS, as the biggest forum warrior on the CPM, I'm looking at you. kagehoshi says some really, really ****ing stupid stuff quite frequently. Yeah he hits it home sometimes, but he misses the pitch completely just as often. First: he hits home more often than anyone else on the forums, the CSM, or really CCP's dev team as a whole. That's good enough for me. Best is best, even if it's not perfect. Make your own posts and be smarter, and maybe I'll listen to you instead.
Second: bumpity bump bump, keeping one of the few intelligent threads at the top of general.
Nerdier than thou
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Aszazel
R 0 N 1 N
212
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Posted - 2014.04.23 19:51:00 -
[89] - Quote
Good points, I don't think heavies are even a threat to me against my shotgun or knives and every fit I have has either one or the other on it. As LONG AS HE is ALONE. Otherwise, like any group I am not going to engage. I think lights need massive speed penalties as they stack armor plates.
I think scouts should all go back to 40 profile 45 precision, this would balance EWAR. And make it so mediums won't need so many modules to see a scout, with cloaks we all already get 25% dampening, having a 35 profile is too low (Notice how I am not saying to mess with the scout suits racial bonuses). I think min bonus is fine but cpu/pg should be upped and Amarr needs something more, like 1/5 slot layout so it isn't just a gimped Gal suit.
I'd like to see mediums get a few better or stronger bonuses to entice people back into the mainstay suit. Heavies are alright the way they are, cloaks are alright the way they are. Shotgun are alright the way they are (Also, shotgun HAVE gotten a nerf, the RoF nerf was worse than other people losing the flat damage proficiency nerf.)
Finally, fix slow on hit bug and equipment sprint bug please. |
Sad Heavy
Eternal Beings Proficiency V.
77
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Posted - 2014.04.23 20:10:00 -
[90] - Quote
castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. Everybody knows Jac himself is OP. I've seen him do better with the old Amarr Sentinel
Scrubby Python Pilot, Corp Chat Troll, Elite Scrub, Caldari Loyalist
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