ANON Cerberus
Tiny Toons
750
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Posted - 2014.05.23 19:14:00 -
[1] - Quote
CCP Rattati wrote:Dear players, Tanking Modules Armor GÇóWe want to reduce the stacking of plates by normalizing pg and cpu a little bit, and also increasing the speed penalty a bit. GÇóWe also want to make repair modules a little more useful so weGÇÿre increasing repair rates by a small amount. GÇóWe also want to make reactive and ferroscale plates more attractive by reducing the PG /CPU requirements so people will use them instead of basic armor plates when they want to maintain some speed.
Weapons GÇóWe will be increasing the damage of the Plasma Assault Rifle and reducing the Combat RifleGÇÿs damage a little, nothing dramatic. Rail Rifles and Scrambler Rifles will not be changed in this hotfix, but weGÇÿll keep an eye on them. WeGÇÿre not making massive changes here as we expect the armor changes will have an impact on rifle usage due to the damage profiles. GÇóWe are increasing the damage of the PLC against vehicles, to help provide more options for anti-vehicle work using light weapons but we are also looking at adding Plasma Cannon variants at a later stage. The Forge Gun will remain as the strongest infantry AV weapon in each tier. GÇóWe are reducing locus damage and normalizing damage progression to make grenade specialization more worthwhile.
Vehicles GÇóWe believe, based on data, that Tank v Tank is in a good place. However, with the grenade number being reduced, we believe that AV grenades need to do more damage overall to become a viable threat to vehicles again. GÇóHowever, we propose that they replenish less at hives so we want to increase nanite cost of grenades. WeGÇÿre also examining the option of removing their ability to restock at nanohives, but we want to see how increased nanite cost plays out first. GÇóWeGÇÿre slightly increasing HMG damage against vehicles to make them a little more threatening to LAVs. They should still get laughed off by tanks.
Dropsuits GÇóWe will do a normalizing pass on PG/CPU on a few dropsuits; Sentinels in general have a lot of PG/CPU and Basic Heavies are a little out of sync. However, this likely wonGÇÿt make it into Hotfix Alpha because it warrants a deeper dive.
Sentinels GÇóWeGÇÿre hoping changes to plates will help encourage other playstyles than Gallente Sentinels, as well as the eventual CPU/PG changes to make Sentinels actually have to pick what they want to fit, rather than throwing it all on without worrying. Scouts GÇóWe know that Amarr scouts are underused, but want to wait and see what the module changes bring. We are still looking at smart bonus changes, mainly a biotic efficacy GÇóWe want to reward specalizing so we are lowering the base duration of the cloak. This should hopefully make the higher tier cloaks more useful. GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so. GÇóWeGÇÿre also looking to increase the delay between decloaking and being able to shoot. This is pending some playtest results.
Turrets GÇóWe want to boost efficiency for Small Rails against vehicles so there is a stronger purpose for them. A tank with a small railgun co-pilot should have an advantage in tank vs tank combat. This shouldnGÇÿt mess with their effectiveness against infantry, but weGÇÿll certainly be keeping an eye on it. GÇóWe want to increase Small Blaster ROF, keep damage, reduce overheat, and improve hit detection so as to make it a viable anti-infantry weapon. WeGÇÿre also considering a range increase, but we would like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
Planetary Conquest Overall, these are our objectives to reduce district locking and risk free ISK accumulation GÇóDecrease/remove passive ISK generation GÇóIncrease ISK payouts from battles GÇóIncrease Clone Pack Prices and number of clones in a Clone Pack
# Tanking modules sound great. Look forwards to the future for shields too.
# Weapons changes sound good. Unsure on the locus grenade changes but sure thing lets try it.
# Vehicles - Sounds ok but I was hoping that you were going to do something about HAV acceleration / speed, if only a minor tweak, nothing too much.
# Sentinels - I just urge you to be careful with Caldari Sentinels, the CPU is tight to fit with proto forges and a full shield tank, which I assumed was one of its primary roles... I'm not sure how easy the armour lot have it.
# Turrets sound good as an initial change.
# PC - it might make more of an incentive for others to play, I hope it helps.
Please be careful with Caldari Sentinel! |