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Thread Statistics | Show CCP posts - 19 post(s) |
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CCP Rattati
C C P C C P Alliance
1482
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Posted - 2014.05.23 06:41:00 -
[1] - Quote
Dear players,
we are back with most of the numbers that can be discussed. A few things are under technical evaluation but these are the stats we are proposing for Hotfix Alpha.
Here are the numbers Hotfix Alpha Numbers
Due to popular demand and community reasoning, we are making a few strategic changes.
1) We are not reducing Minmatar Commando speed at this time, it stays the same. 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. 3) We are going to change cloak dampening to be slightly above zero for Advanced and Prototype, albeit at lower rates
So, please review the list and give us feedback in this thread.
These concerns deserve special mention, as they were mentioned a lot.
- Scouts and EWAR - the intention was never to "fix" the EWAR meta with Hotfix Alpha. Just to force players to make a choice between being completely unscannable or scannable and invisible.
- 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.
- Changing swarms from Explosive to Hybrid is not a direction we want to take, even if it would give Calmandos an AV edge. We are more looking at granting some sort of AV bonuses to all Commandos.
Again, thanks for the constructive and positive feedback, CCP Rattati
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1489
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Posted - 2014.05.23 07:39:00 -
[2] - Quote
The-Errorist wrote:nicholas73 wrote:prototype grenades to do 650 damage !!!! Is this a typo? Nope; since we have 1 less grenade, they slightly buffed it from 600 to 650 at proto, and made the damage progression better between Sta and Pro.
We need a reason to specialize in grenades and the thought process was something along these lines, based on no additional ehp:
1) Standard kills all scouts and a few medium frames 2) Advanced kills all medium frames except the highest hp, Amarr at 360 hp 3) Prototype kills all commando frames except the highest hp, Amarr at 680 hp 4) Packed Advanced kills all commandos and hurts sentinels, but at the cost of area damage radius
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1500
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Posted - 2014.05.23 09:29:00 -
[3] - Quote
Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level.
We decided against any scout changes in Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1500
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Posted - 2014.05.23 09:36:00 -
[4] - Quote
Cat Merc wrote:CCP Rattati wrote:Firbolg Barun wrote:I would like to propose a different solution to buffing the Amarr scout without nerfing the Gallente innate repair:
1. Make the armor differential between amarr and gallente equivalent to a ENH ferroscale plate (vs enh armor repper on gallente) 2. Up the stamina bonus to: Amarr Scout: +10% bonus to stamina regen and maximum stamina per level. We decided against any scout changes in Alpha. Good. That rep thing was quite a knee jerk reaction. Even if you had sound logic other than "Amarr scout UP" (which I doubt), it doesn't make any sense. Speaking of, when will assaults get the love they need? And is that all you're really doing with the CR/PR?
You are the first to mention it, we are happy with not drastically change both at the same time, something we have been admonished for in the past.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1503
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Posted - 2014.05.23 10:30:00 -
[5] - Quote
Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is.
In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:12:00 -
[6] - Quote
Beren Hurin wrote:will the time to refill cloaks back to 100% be the same, or do they keep the same rate as before?
If it took 10s to fill a 60s cloak, will it be 10s for a 30s, or 5s for 30s?
Will update the spreadsheet with that data at the first convenience.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:14:00 -
[7] - Quote
Adipem Nothi wrote:On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus) Will be happy to see GalScouts in fewer Plates and hopeful to see "slayers" looking elsewhere for the best frontal assault suit. To be clear, this was a direct nerf to every Scout on account of "slayers" brick-tanking the GalScout. As result, Min and Cal will now be too easily hunted. The CalScout nerf will be mitigated to a degree as it will become a better hunter; it will remain PC-viable only because of shared squad sight. The already under-performing MinScout will be further marginalized by this nerf; its users are rightfully concerned. This one change will likely succeed in shifting FoTM, though the shift will be made on the backs of the Minmatar.
On Cloak Changes (Duration) More tactical, less always-on. This nerf will make running cloak more interesting and will give folks a reason to skill into proto.
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would bolster the niche prescribed to the under-performing Amarr Scout. Lore is a non-factor; balance and feasibility are primary. That said, postponing Scout Changes was probably a good idea; I strongly recommend improving Assault Frames before making major adjustments to other Frames.
On AV / Vehicle Changes The PLC poses no real threat to dropships and minimal threat to Tanks; improvements to swarms would've been a more appropriate response to Vehicle vs Infantry imbalance. AV Grenades, on the other hand, will likely reduce odds of successful HAV steamrolling. Very much looking forward to dusting off my Lai Dais.
On Armor Changes Failed to locate new movement penalties. Otherwise, looks pretty good. I do agree with Arkena, however, that the cost/benefit of Enhanced has always outweighed Complex, which appears unchanged in the proposed figures.
Speed penalties got lost on the way, will update when I can.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1528
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Posted - 2014.05.23 14:20:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI.
Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:39:00 -
[9] - Quote
Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is.
Assault swarms are on the top of my list of "useless" variants to fix
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:45:00 -
[10] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >:
Fixed or Dodo, I am leaning towards the second
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1694
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Posted - 2014.05.24 16:17:00 -
[11] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1831
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Posted - 2014.05.26 08:39:00 -
[12] - Quote
Taking a lot of various feedback into account, we are pulling the GA repair rate change, and improving the AR by 3%, instead of 2%
Consider the numbers in the spreadsheet in green cells to be locked and loaded for Hotfix Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1878
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Posted - 2014.05.27 06:54:00 -
[13] - Quote
THUNDERGROOVE wrote:Completely agree. Would have much preferred a nerf to basic, keep advanced the same while nerfing proto damage by ~100 and cutting the price and fitting costs.
My reasoning was straightforward and based on relative hp per frame. I think it's lazy and cheap to spam two basic grenades and basically OHK anything, even heavies. The general population never, and has never migrated from the basic grenade because it's enough. And that goes against everything I think dust is about. I however, noticed a typo, proto was supposed to stay the same.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1888
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Posted - 2014.05.27 15:10:00 -
[14] - Quote
I don't, and if you draw up dmg/cap (pg+cpu) invested, the new curve is much more reasonable, in my honest opinion and in line with most damage curves in Dust 514. Given my other reasoning that I linked to, I firmly have two feet to stand on, on the issue.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1956
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Posted - 2014.05.29 23:38:00 -
[15] - Quote
Cyrus Grevare wrote:Seeing changes even in green cell 'ready to go' numbers, I think I will refrain from doing updates to protofits while we get REAL final numbers [-_-]
Nothing is real until deployed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1956
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Posted - 2014.05.29 23:39:00 -
[16] - Quote
Cat Merc wrote:Rattati, I would like to point out that HMG damage against LAV's isn't the problem. Before 1.7, you could kill an LAV with an HMG without much hassle given a few seconds.
However, with the shield regeneration damage threshold thingy, shields would regenerate straight through the damage, as it does too little damage per bullet to stop regeneration, which increased the time it takes to kill an LAV dramatically. A 25% damage increase against vehicles won't change that.
So I suggest to actually look at the damage threshold thing more than anything else.
Good point
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1959
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Posted - 2014.05.30 02:09:00 -
[17] - Quote
SponkSponkSponk wrote:Garth Mandra wrote:Damage threshold would work better as an amount of damage per second (or some time period) rather than per hit.
Shield regen happens per second right? Maybe you could just check that damage taken since the last regen tick and if it is past a certain threshold then no regen for you. But the shield thing is designed to stop small arms fire from halting shield regen, so it could get tricky.
I don't necessarily want an HMG to destroy a healthy shielded LAV, but if it's been hit by something, and it's doing a suicidal run for you at half armor, I would like to be able to have a chance at finishing it off with a full HMG clip.
That's what I am going for here.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1962
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Posted - 2014.05.30 04:01:00 -
[18] - Quote
Cat Merc wrote:Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip.
it should definitely hurt
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1966
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Posted - 2014.05.30 14:42:00 -
[19] - Quote
I believe the main rule of militia gear is that its stats are the same as standard and the fitting is 50% worse than standard. That is the price of the zero skill level requirement of militia gear, encouraging you to try out gear and then skill into it. If you have been playing with a militia plate for all this time, obviously it was fundamentally broken.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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