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Thread Statistics | Show CCP posts - 7 post(s) |
Harpyja
Molon Labe. General Tso's Alliance
1761
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Posted - 2014.05.24 14:01:00 -
[271] - Quote
Atiim wrote:anaboop wrote: I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
A MLT Sniper Rifle and MLT Shotgun are both weapons that can 1-3 shot Infantry, and aren't being complained about. They're not complained because they don't have the killing effectiveness. My shields don't even drop from one low level sniper rifle and I'm an Amarr assault. After the first shot I know something's up and I avoid the rest of the shots. I've been ambushed by a cloaked scout with a militia shotgun many times, all of which I've been able to turn around and drop them with my SMG.
Why? Because militia shotguns typically only go with militia or standard scouts which cannot brick tank like their proto versions. Plus it's easy to jump strafe and avoid some of the shotgun blasts.
If you're in a tank and come across a glass Sica, you cannot jump strafe to avoid the shots. You're a large target to hit and those railgun shots are lethal and takes only a couple seconds to kill you.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Garrett Blacknova
Codex Troopers
5568
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Posted - 2014.05.24 16:48:00 -
[272] - Quote
jerrmy12 kahoalii wrote:Garrett Blacknova wrote:anaboop wrote:I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have. Several Militia Sniper Rifles I know would beg to differ. And people ARE complaining about Railguns in tank vs. tank battles without limiting it to purely the Militia version. So... no, that doesn't counter the argument. Saying Railguns need work is a valid concern. Saying Militia tanks are OP is less so. Also, those weapons that are two-shotting your high-tier tank can only do so because they're on a full-on glass cannon fitting that will die to SWARMS. And we've already discussed the lack of effectiveness of those for AV in this thread. Still gives it 0 right to be super op and 2 shot something Just let me sacrifice all my speed so i can have a 2k mag ar that has 1km range shoots through walls and 1 shot kills and has aimnot So what you're saying is that in addition to its high damage, the Large Railgun Turret has the fire rate of a Large Missile Turret and the ammo capacity, overheat stats and reload speed of a Blaster Turret? And you're also telling me they didn't LITERALLY CUT THE RANGE IN HALF in the most recent patch?
Even a Militia Sniper Rifle can one-shot most infantry and two-shot the rest from easily more than double the range of any of the standard Rifle weapons with headshots, and with dual damage mods it's even more powerful. You can also fit it onto a Scout suit and not have to compromise on speed, OR fit one into a Heavy suit and tank yourself out along with it. Is that OP?
Yes? Then where are all the threads complaining that Sniper Rifles are overpowered? They rarely get complained about because THEY HAVE DRAWBACKS AS WELL.
No? Then why is a different weapon with LESS advantages somehow OP when something more powerful for its role isn't? There are issues with Railguns in general, but there are NOT issues with Militia Railguns in particular.
A good player who's aware of their surroundings and knows what they're doing with a tank will NOT get be an easy kill for a Militia tank with a Railgun. It's possible to kill other tanks with that Militia fitting, because a skilled player will outperform a less-skilled player even when using lower-tier gear, and because there is an imbalance with Railguns IN GENERAL, not with the Militia version specifically. |
BLACKEST GUY
WarRavens Final Resolution.
50
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Posted - 2014.05.24 17:46:00 -
[273] - Quote
I love most of what I see, even the dampening removal, though I think to really compliment that change CCP should have lowered the bonus on both the dampening for Gal Scouts and the scan precision for Cal Scouts to 3% per level. Or 4%. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
100
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Posted - 2014.05.24 20:02:00 -
[274] - Quote
I think removing dampening from the cloak is OK. I think you should completely remove the dampening bonus from the cloak.
Why? Because this forces Gallente scouts to dampen if they want to be invisible, while not impacting the other scouts too much. I will admit that this is effectively a small nerf to all scouts, but I think the things they were able to do while cloaked and unscannable were OP. For example a Minmatar scout could sneak into a hack panel completely undetected and hack it in less than 2 seconds. Now if they do that they will have to sacrifice more low slots for dampening.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Mahal Daj
Mahal Tactical Enterprises
62
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Posted - 2014.05.24 20:07:00 -
[275] - Quote
Seems decent. I'm a little sad about the cloak nerf, but I think it's time I switch back to octo camo anyway.
Otherwise, please note that we would like more awesome rather than less. So balances should buff the weaker elements, rather than reduce the outliers IMHO.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Scheneighnay McBob
T.R.I.A.D Ushra'Khan
5083
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Posted - 2014.05.24 21:04:00 -
[276] - Quote
THUNDERGROOVE wrote:Still nothing about my Amarr Scout Oh well. Nice to see a lot of the stuff you guys are interested in changing. Derp looks like it was in the sentinels list. Still biotics on the suit that benefits the least from using them? Cardiac regs are actually insane on amarr scouts, not that they need them. Kin cats are still too costly, though.
What I wanna know is why minmatar commandos needed a speed nerf.
BOOP!
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
104
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Posted - 2014.05.25 01:05:00 -
[277] - Quote
Scheneighnay McBob wrote:THUNDERGROOVE wrote:Still nothing about my Amarr Scout Oh well. Nice to see a lot of the stuff you guys are interested in changing. Derp looks like it was in the sentinels list. Still biotics on the suit that benefits the least from using them? Cardiac regs are actually insane on amarr scouts, not that they need them. Kin cats are still too costly, though. What I wanna know is why minmatar commandos needed a speed nerf.
You need to read more. They trashed that idea.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Godin Thekiller
shadows of 514
2414
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Posted - 2014.05.25 03:48:00 -
[278] - Quote
HAV v HAV is in a good place? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Oh **** that was a good one. You guys must have some good **** in the office right now.
click me
Blup Blub Bloop. Translation: Die -_-
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
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Posted - 2014.05.25 05:08:00 -
[279] - Quote
Why no velocity increase for PLC rounds? Or bullet drop reduction?
All this did was possibly solve one of the many problems plaguing the PLC.
Planetside 2
November 20
Join me, Join me now or gtfo
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The dark cloud
The Rainbow Effect
3130
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Posted - 2014.05.25 05:10:00 -
[280] - Quote
I see armor dropships remain their invincibility status vs swarms. That figures. |
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Balamob
SVER True Blood Dirt Nap Squad.
33
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Posted - 2014.05.25 06:16:00 -
[281] - Quote
when is the hotfix alpha coming out?
Being a Templar is a vow for life.
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Glyd Path
Nec Tributis
69
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Posted - 2014.05.25 11:08:00 -
[282] - Quote
Harpyja wrote: If you're in a tank and come across a glass Sica, you cannot jump strafe to avoid the shots. You're a large target to hit and those railgun shots are lethal and takes only a couple seconds to kill you.
More like four or five shots to kill you if you have any armor.
If the gun fires at all. If the gun does fires but does no damage. If the gun fires the round, reduces the amount in the clip by one (only) and the round leaves the barrel and actually hits the target. Firing at the feet means we have less splash damage than the overly expensive (in ISK and SP) small turrets.
Given all those possibilities heavies and tanked scouts take more than one large rail gun clip to kill. Considering we need to reload ammo and deal with heat I rarely get a kill with large rail gun turrets. At least 75% of my shots are worthless when shooting infantry of any type.
And a couple times a day (not match) I get a OHK with a rail gun. Turn the weapon, pull the trigger and dead red. It is pure chance as skill has nothing to do with shooting a rail gun. A squad mate just had his neutron blaster stop firing in the middle of a clip. No over heat, no problems except no bullets. A rock solid foundation for project legion.
But none of the turret problems can be solved because we are limited to server side changes.
Nobody at CCP cares because we ain't Legionnaires.
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Glyd Path
Nec Tributis
69
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Posted - 2014.05.25 11:58:00 -
[283] - Quote
CCP Rattati wrote: 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.
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.
It is mostly true that Tank v Tank isn't bad. The current problem is double damaged mod Sicas with advanced or prototype rail guns. Personally, not a big problem once they were identified. They pop really easy as they cannot do anything but power their weapon and damage mods. It does generate lots of QQs though and I would recommend not over reacting to the stream of tears. A river, maybe.
You are absolutely wrong on small turrets. The biggest secret OP anti-tank weapon is a three person tank. Either armor or shield. The reason the are few of them is the blues have caused so much trouble in tanks that most drivers don't want them in a tank no matter what. If you could limit gunners to squad members that would eliminate much of their complaints.
However, the larger problem is the totally incomprehensible SP cost for small turrets. They allow dolts into your tank. They do a small fraction of the damage of the large gun but all the small turrets have larger splash radius and damage than the larger weapon. However, they cost exactly the same amount of SP/ISK to skill into. Unless you are a dedicated driver and do nothing else there is no incentive to skill into small turrets. That and two of the turrets require that the tank and turret remain absolutely still or their rounds go in very many directions but not at a target. All of which means adding small turrets makes your tank less functional and must remain stationary too often. The SP/ISK cost means drivers just getting into tanks are forced to use militia or basic small turrets and those will be difficult to fit.
You can look into my skills, you have the database after all, and you will see that I am skilled into small turrets but I also fly ADS and rarely fly or drive with a gunner. Flying assault Derps is fun and dust has little enough fun left in the game that I decided to try them. Which required skills in small missile turrets and small rail guns.
One last thing is blaster dispersion. The QQs on the forums are basically wrong. From inside the tank the large blaster must be advanced or prototype to be of much use. Many of the mercs are using prototype suits and the militia or basic blaster will not even dent them. If that is how it should be then fine. But it has nothing to do with dispersion. Just watching the rounds go everywhere but at the target lets actual gun user know there is plenty of dispersion.
If the mercs are NOT using the stacked armor plates to get 900HP scouts then a standard blaster can hurt them. But if they are ... forget it. Quit wasting the hard to acquire bullets and get away before he goes invisible and blows you up with a remote. If there are tanked scouts then everybody else has to step up as well or just get mowed down by them. OP, why do you ask?
And give me back head shots with my large rail gun! I miss them. A 195% effective rail gun round on an infantry unit meant you had their head targeted. When the round hit they vaporized! It was great.
Nobody at CCP cares because we ain't Legionnaires.
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saxonmish
G0DS AM0NG MEN General Tso's Alliance
117
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Posted - 2014.05.25 16:00:00 -
[284] - Quote
Nothing to damage mods for vehicles cos' i think they are a bit rediculous, they need stacking penalties and a slight decrease in the % and make tanks atleast a million isk each cos having a tank cost less than my suit is stupid lol. I love the hotfix for small railgun's, but it doesn't register when a dropship is moving, i mean it will show me hitting the guys shields but no damage is done.
4Th in the world for kills.
NOT GONNA STOP SLAYING TILL I'M NO.1.
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Subject 36
The New Age Outlaws Proficiency V.
130
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Posted - 2014.05.26 00:17:00 -
[285] - Quote
Armor Reppers are getting a buff? I can already tell no bueno.
GÇ£When bad things happen, I know you want to believe they are a joke, but sometimes life is scary and dark." -BMO
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Gh0zT M0D3
PIanet Express Canis Eliminatus Operatives
2
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Posted - 2014.05.26 05:05:00 -
[286] - Quote
CCP Rattati wrote:Dear players,
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.
Yours, CCP Rattati
why not Increasing the dispersion radius to the small blaster turrets, just like the HMG???
Maybe you cannot see it, but if you feel it...
it may be there.
¨Warning. Its a scout trying to knife you¨
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
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Posted - 2014.05.26 07:55:00 -
[287] - Quote
Spartan MK420 wrote:Ok...
Lets start off by saying this.
-The codebreaker modules need to be changed to high slot modules. (gives you more of a reason to be a racial min) -The caldari prec change is fine, but the gallantes range extension should be equal to it. 3% per lvl. - The gallante self rep at 3 is fine, with cal reps at 50 p/s, if you nerf one, you should nerf the other. -The gallante base precision should be lowered (to compensate for keeping the range amp bonus, and to help cal scouts out) -The gal scout should need 2 complex dampeners/cloak to evade a cal scout, and like wise for a cal with 2 dampeners/cloak to evade a gall scout with 2 complex precision mods -The ar needs a 4-5% buff, cbr -2% -The amar assault needs it last slot applied. -The proto cloak should be active at least 60s. Theres no way to hack an objective, let alone even run across the fields to get there with the current times.
CCP please reevaluate your proposed changes, and think it through a bit more.
I believe my ideas may be of use :(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Deus Ops
Osmon Surveillance Caldari State
2
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Posted - 2014.05.26 19:47:00 -
[288] - Quote
so end of armor tank merc and start a shield one. Then after some time legion will start and then again armor or shield? Just ,ake your mind finaly for f.. sake |
Obodiah Garro
Tech Guard RISE of LEGION
1170
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Posted - 2014.05.27 03:56:00 -
[289] - Quote
will hotfix fix the caldari commando skins?
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
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Schecter 666
Onslaught Inc RISE of LEGION
15
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Posted - 2014.05.27 10:46:00 -
[290] - Quote
Will these bugs be fixed.
1) not being able to sprint after shooting (not sprinting at all)
2) being stuck in quicksand instead of sprinting, usually after shooting.
3) tank turrets not working, I have to jump out of the tank and get back in for it to work.
4) not being able to revive someone for no apparent reason
5) sticking the needle in and not reviving the player
6) seeing a revive indicator but no person
7) this isn't a bug per se but an HMG being able to slow me down cripples me as I speed-tank, remove this stasis effect.
8) reloading when you're dead
9) repairing armour when you're dead
10) the railgun misfire glitch
11) the railgun ammo miscount glitch
12) the death animation, why is my character frozen in mid-air on my screen?
13) the ragdoll physics glitchs whereby a dead clone rolls about on the floor after he dies
14) LAVs not being called in properly and instead bouncing up and down
15) poor hit detection over ledges allowing the person shooting onto open ground to head-glitch.
16) the spawn timer is at 0 yet I can't spawn and the next uplink resets the timer, if it's at 0, let me spawn! I don't like having to wait 30-45 seconds for 2-3 timers to reset just because somebody is destroying my upliniks.
17) ghost uplinks, uplinks which are un-selectable.
18) the announcer audio glitch, "enemy...mcc....shields....at....50.....percent" instead of it being one full sentence.
if not then what's the point in balancing? what's the point of adding anything or tweaking anything? work on bug fixes this game is riddled with them! |
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The dark cloud
The Rainbow Effect
3152
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Posted - 2014.05.27 17:21:00 -
[291] - Quote
so when are we going to get this "hotfix"? |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
888
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Posted - 2014.05.27 17:29:00 -
[292] - Quote
The dark cloud wrote:so when are we going to get this "hotfix"?
Isn't it obvious?! Soon :)
CCP continues to make the wrong choices, one choice at a time.
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DaNizzle4shizle
Pradox One Proficiency V.
837
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Posted - 2014.05.27 17:34:00 -
[293] - Quote
may god bless you
Desire means never quit.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
423
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Posted - 2014.05.27 22:42:00 -
[294] - Quote
Schecter 666 wrote:Will these bugs be fixed.
1) not being able to sprint after shooting (not sprinting at all)
2) being stuck in quicksand instead of sprinting, usually after shooting.
3) tank turrets not working, I have to jump out of the tank and get back in for it to work.
4) not being able to revive someone for no apparent reason
5) sticking the needle in and not reviving the player
6) seeing a revive indicator but no person
7) this isn't a bug per se but an HMG being able to slow me down cripples me as I speed-tank, remove this stasis effect.
8) reloading when you're dead
9) repairing armour when you're dead
10) the railgun misfire glitch
11) the railgun ammo miscount glitch
12) the death animation, why is my character frozen in mid-air on my screen?
13) the ragdoll physics glitchs whereby a dead clone rolls about on the floor after he dies
14) LAVs not being called in properly and instead bouncing up and down
15) poor hit detection over ledges allowing the person shooting onto open ground to head-glitch.
16) the spawn timer is at 0 yet I can't spawn and the next uplink resets the timer, if it's at 0, let me spawn! I don't like having to wait 30-45 seconds for 2-3 timers to reset just because somebody is destroying my upliniks.
17) ghost uplinks, uplinks which are un-selectable.
18) the announcer audio glitch, "enemy...mcc....shields....at....50.....percent" instead of it being one full sentence.
if not then what's the point in balancing? what's the point of adding anything or tweaking anything? work on bug fixes this game is riddled with them! #7 really irks me.1, 2, 4 also makes me want to slam my head against my desk.
Support Balancing scouts
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Godin Thekiller
shadows of 514
2455
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Posted - 2014.05.28 03:55:00 -
[295] - Quote
Wait, you want to make MORE ways to do gank in a vehicle?
Yup, not taking you serious.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2456
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Posted - 2014.05.28 04:00:00 -
[296] - Quote
Glyd Path wrote:CCP Rattati wrote: 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.
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.
It is mostly true that Tank v Tank isn't bad. The current problem is double damaged mod Sicas with advanced or prototype rail guns. Personally, not a big problem once they were identified. They pop really easy as they cannot do anything but power their weapon and damage mods. It does generate lots of QQs though and I would recommend not over reacting to the stream of tears. A river, maybe.
What in the hell are you talking about? It's the worst that it has been ever.
1.6 HAV v HAV was far better.
click me
Blup Blub Bloop. Translation: Die -_-
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
23
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Posted - 2014.05.28 16:06:00 -
[297] - Quote
I'm still waiting for a normalization of the rail rifle. It's way too OP compared to other weapons, too high DPS, rate of fire, and not enough spread when on continuous fire. |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
158
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Posted - 2014.05.28 18:12:00 -
[298] - Quote
Xx-VxF-xX wrote:All sounds good to me except the removal of dampening on cloak. removing the dampening of cloak only really hurts non gallente scouts. replacing the gallente dampening bonus IMO would of been a more fair option to the other scouts. It sounds like a wise idea, although I would like to suggest that if you are going to remove the dampening from the cloak then the shimmer should go too. I can drop as many dampening mods on my suit as I want and still be seen while cloaked. This to me seems like an issue that could be resolved by the dampeners reducing the shimmer as well as the scan profile.
Edit: What I mean to say is that the dampening bonus on the galente scout is not the issue you seem to think it is, rather the shimmer is the issue.
How long til this hits PC?
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Gelhad Thremyr
Quebec United
293
|
Posted - 2014.05.28 18:25:00 -
[299] - Quote
Will there be a pass on dropship or they are a lost cause in Dust 514 ?
I am mostly interested in fixing shield resistance to collisions on the python. |
Gelhad Thremyr
Quebec United
293
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Posted - 2014.05.28 18:54:00 -
[300] - Quote
Oswald Rehnquist wrote:First bravo on the input-action of this thread CCP Rattati wrote: 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.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr. I can already tell you the meta. Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche.
On my gallente proto scout, i run two complex precision and two range amplifier proto and dont see most cal and min scouts, I know its not the speciality of the gallente, but then again i am sacrificing everything to scan the battlefield leaving me with base ehp. I think the cloak reduction is fine, we will see the result, but I would really appreciate being able to see something if i over specialize one of the scout serving that fit's purpose. |
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