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Thread Statistics | Show CCP posts - 19 post(s) |
Arkena Wyrnspire
Fatal Absolution
13663
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Posted - 2014.05.23 10:28:00 -
[1] - Quote
Alright.
These are mostly a good set of changes with the ideas behind them solid. However, I have a few concerns.
Firstly, on the various grenade changes - Core locus grenades do not need a buff. They are already handheld nuclear weapons. Correct airbursting will allow you to kill any non-heavy in one grenade.
I am curious as to why you opted to increase AV grenade damage rather than just revert the grenade count change. I feel that while that was justified on the locus to reduce grenade spam (as grenades were becoming comparatively more effective killing tools with 1.8 TTK changes) there was never any need to reduce the count on either AV or flux grenades.
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
I'm a huge fan of these cloak changes. 0/2.5/5% profile dampening bonuses make barely any difference and I can't see any time that would actually have a real effect, but removing the dampening bonus cloaks give is a nice tweak. The duration change! That was unexpected, but I love it!
I've never taken the cloak to prototype, but now I have a reason to. Good work! I do have a question though - are the recharge rates changing?
The armour changes look okay. Active reps appear to be done as a % though - they're not changing from a linear HP/s are they?
Basic plates have long needed to take up more than 1 PG, that's a good change. However, complex appears to have had its requirements increased while enhanced has had a decrease. This seems odd to me - enhanced plates have always felt like the gold standard for armour plates while the complex was an overly expensive variant that I never bothered with.
AR/CR changes are pretty pathetic, 2% changes won't make a single bullet of difference in the vast, vast majority of cases. I recommend having a look at the number of bullets taken to kill rather than considering it just as a %. If there's zero change in bullets to kill there is zero change in TTK, so the change is pointless. As it is, I doubt there'll be any change in bullets required to kill except on 1000+ EHP suits.
Plasma cannon changes are eh and I still won't use it for serious AV but it's nice to finally see some love for them.
I notice you've cancelled the movement of the Gallente passive rep to the Amarr suit (at least for this patch). I'd just like to say that it makes no sense to move the reps from the active tankers to the passive tankers. Instead, I recommend increasing the base armour HP on the Amarr suit. Actually, I'd recommend that across the board. I notice you've also suggested an increase in the number of slots some Amarr suits have - for the Amarr assault, that's overdue. I look forward to that change.
Changes to the large blaster dispersion = HELL YES. I greatly look forward to there being fewer instagib infantry Madrugars roaming about (or at least less effectively).
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13665
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Posted - 2014.05.23 10:35:00 -
[2] - Quote
Francois Sanchez wrote:the gal scout is the only unscannable one
This is because Calscout scans are so powerful.
You have long since made your choice. What you make now is a mistake.
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Arkena Wyrnspire
Fatal Absolution
13666
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Posted - 2014.05.23 11:01:00 -
[3] - Quote
Ryme Intrinseca wrote: I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf.
But it doesn't, that's the point. If you have a 2% change on each and neither changes the number of bullets required to kill, there is no net change.
People didn't just take up the ACR because it took half the damage nerf that some of the other weapons did. There are a whole host of reasons for choosing the ACR over the AR - better damage profile (especially important with the proficiency changes), better range, better RoF (important on the slowdown effect)...
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13666
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Posted - 2014.05.23 11:03:00 -
[4] - Quote
CCP Rattati wrote:
Swarms as AV - We don't want to change too many things at the same time. Improving swarms to counter tanks, will affect dropships as well.
But... swarms are ineffective against dropships as well.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13673
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Posted - 2014.05.23 18:33:00 -
[5] - Quote
I really think that as long as we have an absolute EWAR system like we do now these problems are going to persist.
When competing against a scanner, either you are scanned, or you are not. There is no in-between. If you are scanned, that is immediately a huge disadvantage. Not only can your opponent see where you are on the minimap, they can see the direction you're facing and your 3D position in space. That's huge.
When you are in a scout suit and that happens, you are at a ridiculous disadvantage. When you are in a scout suit and that happens even if you've fitted several damps (but the scan can still beat you out even by a tiny bit) you are dead.
I don't believe that the Gallente scout is OP and needs nerfing because it's the only scout that can evade all scans without getting utterly destroyed. I believe that all scouts should be able to do that and they should be brought up to par or the scanning system changed.
But if you change the scanning system so that all scouts can evade Calscout scans with reasonable sacrifices that diminishes the point of having a Calscout.
The EWAR system needs a rework to have a healthy dynamic - something like precision dropoff over range, for example. That means you get an advantage from having high precision (as it would be fine for strong scanners to pick up -all- scouts that are practically standing next to them) but it isn't a binary system where either you're fine or you're screwed. If you're fitting some damps, you get some advantage even if you're scannable at short range. If you're fitting no damps, you get picked up further away. This way you're incentivised to fit both damps and precision enhancers and even if you can be picked up at some point both will always have a use.
That's just a suggestion, though, and I doubt this is something that I doubt can really be fixed in DUST...
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13678
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Posted - 2014.05.23 18:59:00 -
[6] - Quote
Varoth Drac wrote:Arkena Wyrnspire wrote: The EWAR system needs a rework to have a healthy dynamic - (snip) This way you're incentivised to fit both damps and precision enhancers and even if you can be picked up at some point both will always have a use.
Like maybe having a piece of equipment the reduces your profile low enough to avoid scans, but only when active? I wonder what we should call it?......... I do prefer your idea though. Let me be frank about the whole situation. I am not one for QQ. I am willing to try the proposed EWAR situation with my min scout. Maybe the current scanner nerfs will prevent perma-active-scan. Maybe I can live with being scanned by Cal scouts and just operate where they aren't around (~40-70m scan radius). I can swap my dampener for a range amp (same fitting) as it will no longer help me. If it does end up being total **** however, please CCP, either change it back, or do something like buff profile damps to -40% profile or something (number off the top of my head).
In pubs the minscout is usable. But then, so is everything - I use a plasma cannon and ion pistol combo in pubs, sometimes. That doesn't mean they're balanced. I'd very much like to see as many dropsuits and fits as possible being viable on a competitive tier, and the Minscout simply won't be under these conditions.
I doubt you'll be perma active scanned. The meta has since moved on. If you're going to be engaging Calscouts though past the 40-70m scan radius that they get (although it may well be reduced if they're fitting damps themselves) will gut you in combat. Minscout has a knifing bonus - you're not going to use that when you're scanned well before you're at the target. Only the rail rifle and SCR are really viable options for hitting out past that and you're not necessarily going to be out at that range all the time - you don't know where the Calscout is, after all.
If you bring a Calscout or, indeed, any decent passive scanner on field, the Minmatar scout will get wrecked. Having an absolute EWAR system is a problem because even if you do fit damps, if it's not enough, they're effectively useless modules, giving zero benefit. Your tank is weakened because you fit those. You will die if you are scanned.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Arkena Wyrnspire
Fatal Absolution
13713
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Posted - 2014.05.24 17:02:00 -
[7] - Quote
CCP Rattati wrote:Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr. We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable
Complex isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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