Pages: 1 2 3 4 5 6 7 8 [9] 10 11 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Harpyja
Molon Labe. General Tso's Alliance
1754
|
Posted - 2014.05.23 14:06:00 -
[241] - Quote
Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 14:21:00 -
[242] - Quote
Kevall Longstride wrote:I-Shayz-I wrote:I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy. Sidearms only for scouts. Problem solved? Just an idea.
YES YES YES!!!!! They are called SCOUTS for a reason. They sneak in, find enemy, relay location to team. Instead they sneak in and kill entire enemy team.... cloaks killed this game. |
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 14:35:00 -
[243] - Quote
Talbain Sigmund wrote: This is the kind of communication with the community I've been waiting for so long. Rattati needs a raise. Did you even read his tag? This all SOUNDS good, but........ Just take a look at past 'fixes'...... Talk is cheap. THEN we live with the changes for six months. (Or till july)
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1540
|
Posted - 2014.05.23 15:23:00 -
[244] - Quote
I feel the HMG should have 70% efficacy to LAV's, all light weapons should have 50%, and all sidearms should have 30% (non-weak spot damage). It's a frickin' car. There's no reason a car that looks like it's made of weaker stuff than our dropsuits should receive almost no damage from our weapons.
Dropships and tanks should still be resistant however.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
|
Booby Tuesdays
Ahrendee Mercenaries
512
|
Posted - 2014.05.23 15:41:00 -
[245] - Quote
Still no word on what Militia Plates and BPO's new numbers will be?
I noticed the grenade nanite cost increase. Is this across all grenade types, or just AV?
|
BDiD
HEAVY LOGISTIC OPERATIONS
11
|
Posted - 2014.05.23 16:22:00 -
[246] - Quote
Grenades don't work as it is. Reduce damage and give us 3 back. My core locust don't work like they used to. M1 work bttr right now. Its a joke. |
Tectonic Fusion
1669
|
Posted - 2014.05.23 16:34:00 -
[247] - Quote
Okay. Nothing changed for me :D Sincerely, a Scrambler Rifle Caldari Scout.
|
bigolenuts
Ancient Exiles.
1158
|
Posted - 2014.05.23 17:21:00 -
[248] - Quote
Do us a favor CCP. Just announce the death date so we can start making plans to stop playing.
Better yet, just pull the plug today, no announcement or anything and just let it be a surprise. Oh wait, you did that already at Fan Fest. Thanks again you dimwits!
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2001
|
Posted - 2014.05.23 18:42:00 -
[249] - Quote
CCP Rattati wrote: 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
The idea here should be that if you want to make ISK, you should fight and consume clones. We also want clone packs to be a viable method of breaking into Planetary Conquest, but not useful for launching every attack you make; using clones you own should be the better option.
Please post your feedback in this thread, and keep it civil and constructive. Please also refrain from discussing things that are not planned for Hotfix Alpha; there will another time and thread to discuss those ideas soon after Hotfix Alpha is deployed.
Yours, CCP Rattati
I would like to ask:
Which is it? Decreasing or Removing totally?
Minmatar Weapons Specialist
Explosives Connoisseur
Logi for Hire
|
ANON Cerberus
Tiny Toons
750
|
Posted - 2014.05.23 19:14:00 -
[250] - 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! |
|
medomai grey
WarRavens Final Resolution.
776
|
Posted - 2014.05.23 19:54:00 -
[251] - Quote
Harpyja wrote:Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times. Because skill >> SP investment. Proto infantry get killed all the time by mlt gear and I don't see any complaints from infantry. For those that do heavily invest in the vehicle related skill trees receive a substantial advantage over those who did not; I'm an ADS pilot, don't BS me. Tank vs. tank is fine.
This may come off as harsh but HTFU(Harden The **** UP) and stop relying on your gear to carry you.
Medium frame EHP is not medium
|
Xx-VxF-xX
Void of Faction
66
|
Posted - 2014.05.23 20:08:00 -
[252] - Quote
Still waiting for the announcement of Gallente Scout dampening bonus will be reduced to -1% per level to force one fully SPECIALIZED in gallente scout and dampening to require 3 x complex profile dampeners to avoid all scans. The rewarding SPECIALIZATION is being thrown around way to much and this would seem to go along with the flow of it. Not to mention the very odd -5% dampening on the proto cloak Forcing Gallente to sacrifice more to be invisible to tac-net and then giving the amarr the innate armor rep which would force gallente to sacrifice 4th low to get back the armor rep |
One Eyed King
Land of the BIind
1629
|
Posted - 2014.05.23 20:55:00 -
[253] - Quote
:(
Minmatar genocide perpetrated by CCP...
Someone should write some lore about this or something.
"I've made a huge mistake."
-G.O.B. Bluth
|
anaboop
NECROM0NGERS Caps and Mercs
87
|
Posted - 2014.05.23 22:27:00 -
[254] - Quote
medomai grey wrote:Harpyja wrote:Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times. Because skill >> SP investment. Proto infantry get killed all the time by mlt gear and I don't see any complaints from infantry. For those that do heavily invest in the vehicle related skill trees receive a substantial advantage over those who did not; I'm an ADS pilot, don't BS me. Tank vs. tank is fine. This may come off as harsh but HTFU(Harden The **** UP) and stop relying on your gear to carry you.
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.
Fully sick Anaboop trading card
|
Dunce Masterson
Savage Bullet
108
|
Posted - 2014.05.23 23:00:00 -
[255] - Quote
[quote=CCP Rattati]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.
[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.
Assault GÇóAt this stage we want to see what impact the rifle tweaks and the armor module changes bring before making any changes to the Assault suits. It is however definitely on our list for later hotfixes.
WTF the speed penalties are fine where they are at on the normal armor plates first buff the other modules before deciding if the speed needs to be nerfed. The speed penalty was reduced for a good reason keep it where its at.
Sentinels
The Rail rifle damage resistance on the Amarr Sentinel needs to be changed from shields to Armor to put them in line with the EVE online Lore. If this game is actually part of the EVE online universe that is.
Weapons
if Hybrid weapons are supposed to be doing almost the same amount of damage against both shields and armor then shouldn't the damage be +5%/-5% or -5%/+5% so then shouldn't the combat rifle do -15%/+15% to shields/armor? and then the laser weapons do +15%/-15%?
Assault suits
so the Amarr are going to have the same amount of module slots has every one else this time around right?
I don't even know why I bother.
|
Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
409
|
Posted - 2014.05.23 23:06:00 -
[256] - Quote
We believe in you Rattati, do not let us down like the other ...
CEO Vacuum Cleaner. LLC Fleen Costell'o
DUALSHOCK 4 -¢-â-ç-ê-¦ -+-¦ -¦-ï-¦-¦-¦-é )
|
Cyrus Militani
Leon Conglomerate
84
|
Posted - 2014.05.23 23:25:00 -
[257] - Quote
Removing the ability to restock nades from hives is the worst idea ever.
Taking away Gallente's Armor rep also makes no sense. Gallente are Armor focused, and every Gallente suit has it. |
Atiim
Heaven's Lost Property
8820
|
Posted - 2014.05.24 00:26:00 -
[258] - Quote
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.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
98
|
Posted - 2014.05.24 02:48:00 -
[259] - Quote
I like most of these changes.
But I'll probably have to invest in some fitting optimization skills now... Oh, the agony...
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
|
Garrett Blacknova
Codex Troopers
5566
|
Posted - 2014.05.24 05:05:00 -
[260] - Quote
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. |
|
jerrmy12 kahoalii
Proficiency V.
1520
|
Posted - 2014.05.24 06:05:00 -
[261] - Quote
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
Closed beta vet.
|
GENERAL FCF
Sentinels of New Eden
30
|
Posted - 2014.05.24 08:05:00 -
[262] - Quote
I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix! |
Miokai Zahou
The Southern Legion Final Resolution.
269
|
Posted - 2014.05.24 08:35:00 -
[263] - Quote
GENERAL FCF wrote:I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix!
HMGs are fine and the ARR is fine the ACR/CR are not fine hence the adjustments needed.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:49:00 -
[264] - Quote
Thor Odinson42 wrote:Grand Master Kubo wrote:I think that scouts should go back to the slot layout they had before 1.8. Two equipment slots make scouts too versatile. I think scouts should have to pick whether or not the cloak is worth it because as it stands right now scouts are able to always have a cloak while also sporting another equipment. I also think that the module slot layout should be reduced by one. Three at standard, four at advanced and five at prototype. Three low slots on a standard Gallente scout is a little ridiculous in my opinion. I honestly believe that the 1.8 slot layout of scout suits are a primary reason for their overuse.
Another solution to make the Minmatar and Amarr scouts more appealing could be to keep their slot layout while changing the slot layout of the Gallente and Caldari scouts. I'd like to see all logis get a bonus for efficacy to equipment. Maybe to bring equipment up to 85% of what they were in 1.7. There are a LOT of people using scouts as logis. Equipment sucks unless it's one that's bonused by X logi suit, so why not just carry two ****** pieces of equipment on a more mobile/harder to detect platform? I don't think they have to remove the second scout equipment slot. They need to make logi worthwhile again.
I like this idea... Maybe implement it something like: - logi racial bonus = 100% equipment efficiency - logi non-racial = 80% equipment efficiency - non-logi = 60% equipment efficiency
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:50:00 -
[265] - Quote
The dark cloud wrote:Even if massdrivers would deal full damage vs vehicles they wont be a viable AV weapon cause they shoot to slow and the damage is pitifull.
So... There's no reason not to do this?
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:57:00 -
[266] - Quote
One Eyed King wrote::(
Minmatar genocide perpetrated by CCP...
Someone should write some lore about this or something.
CCP are obviously Amarrian.
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:59:00 -
[267] - Quote
Cyrus Militani wrote:Removing the ability to restock nades from hives is the worst idea ever.
Taking away Gallente's Armor rep also makes no sense. Gallente are Armor focused, and every Gallente suit has it.
So why should Gallente get both shield regenerate and armour repair?
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 12:00:00 -
[268] - 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.
I complain all the time... To myself... But I don't listen to that guy - he's nuts.
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 12:08:00 -
[269] - Quote
Miokai Zahou wrote:GENERAL FCF wrote:I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix! HMGs are fine and the ARR is fine the ACR/CR are not fine hence the adjustments needed.
Rail Rifles are not fine. Their range is too extreme.
ACRs need a damage profile adjustment to +5%/-5%, that is all. Burst CRs need that damage profile adjustment and a slightly longer delay between bursts. Minor tweaks really.
Duct tape 2.0 > Have WD-40; will travel.
|
anaboop
NECROM0NGERS Caps and Mercs
87
|
Posted - 2014.05.24 12:37:00 -
[270] - 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.
Redline snipers, cloaked shotgun users, enough said.
Fully sick Anaboop trading card
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 [9] 10 11 :: one page |
First page | Previous page | Next page | Last page |