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Thread Statistics | Show CCP posts - 19 post(s) |
Firbolg Barun
Dust2Dust. Top Men.
0
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Posted - 2014.05.23 07:10:00 -
[1] - Quote
Armor reppers did indeed get a nice buff.
Proto repper: 7.5 hp/s
With skills applied this will be 7.5 * 1.25 = 9.375 hp/s (Correct me if I am wrong?)
Basically, my proto gallente commando will have 19.75 hp/s, sprint at 6.64 m/s and also get a dmg buff on AR? Nice! |
Firbolg Barun
Dust2Dust. Top Men.
1
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Posted - 2014.05.23 09:18:00 -
[2] - Quote
I would like to know the motivation behind moving the repair from Gallente scouts to Amarr scouts. Is it just a knee jerk reaction? |
Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:28:00 -
[3] - Quote
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. |
Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:31:00 -
[4] - Quote
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.
Thanks Rattati, but please consider a change like the above when addressing the issue of Amarr Scout. |
Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:34:00 -
[5] - Quote
Cat Merc wrote: 1. That would mean add 10 armor, because the current difference is 40HP. 2. I think it needs to be +20% per level. The complex module gives you 100%.
If gallente get a enh armor module, its easy to motivate that Amarr should have a enh armor module, hence an amarr scout should get a enh ferroscale plate, due to being bricks in nature.
I agree with the +20% per level, since gallente scouts get a free complex profile dampener in it-¦s niche. Im just uneducated in biotics modules ;) |
Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:44:00 -
[6] - Quote
I need to get a sticker to my car saying "I <3 Rattati"
Also, heres a biscuit for Rattati: http://i.imgur.com/5tqyu2K.jpg |
Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:01:00 -
[7] - Quote
The 2% buff/nerf is a GREAT change in dev philosophy! Changing a value by 2% now does not mean the AR cannot be changed by another 1-2% at a later time if its not good enough.
Iterate! No more knee jerk nerfs/buffs please. |
Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:14:00 -
[8] - Quote
The dark cloud wrote:Erm i thought you where reducing the HP plates gave?
He is implicitly reducing the average armor EHP by motivating you to use complex ferroscale plates instead of complex armor plates. It is awesome.
The dark cloud wrote:. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default).
I mentioned this in the first page....
Firbolg Barun wrote: Also, repping gallente sentinels will VERY viable with these changes, armor repair with 4 reppers: 4*9.375 + 1 = 38.5 hp/s Effective rep vs rail: 38.5 / 0.85 = 45.3 hp/s Effective rep vs projectiles: 38.5 / 0.9 = 42.78 hp/s
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Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:22:00 -
[9] - Quote
Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced.
Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. |
Firbolg Barun
Dust2Dust. Top Men.
6
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Posted - 2014.05.23 11:09:00 -
[10] - Quote
CCP Rattati wrote:
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.
[/list]
I proposed a fix to commandos several times before the commando rebalance was done in 1.8, without being listened to. I will repeat my idea here, because it is a higher probability that it will impact the game.
Since minmatar and gallente commandos already have bonuses to their AV (MD/PLC) => You could do either of these two proposed changes:
A. Add amarr light AV laser weapon, bonus gained from current commando laser skill. Add explosive bonus to caldari frame. Missiles are both caldari and minmatar in EVE (also some amarr, very little gallente due to drones). So it makes sense lore wise. It just happened to be caldari that manufacture the best missile launcher (swarm launcher) for infantry. B. Add explosive bonus to all commando suits (if its not reasonable to add a new Amarr laser AV) so they can all be a "heavy assault/AV" role.
It's not a problem in New Eden if one class happens to step on another class' role. There's a problem if one class completely overshadows another one. |
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Firbolg Barun
Dust2Dust. Top Men.
6
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Posted - 2014.05.23 12:29:00 -
[11] - Quote
Wait a minute..... Allotek Plasma cannons will now do 1386 dmg without dmg mods against vehicles.
Commando bonus 10% 1 Complex dmg mod bonus 5%
1386*1.1*1.05 = 1600.
vs shield: 1386*1.1*1.05*1.1 = 1761 dmg vs armor: 1386*1.1*1.05*0.9 = 1440 dmg
OH my (this is without proficiency)...
No commando bonus, 1 complex dmg mod
1386*1.05 = 1455 dmg
vs shield: 1386*1.05*1.1 = 1600 dmg vs armor: 1386*1.05*0.9 = 1309 dmg |
Firbolg Barun
Dust2Dust. Top Men.
25
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Posted - 2014.05.26 11:30:00 -
[12] - Quote
I still dont get why the scan range needs to be nerfed, it has been 5% per level for gal scouts both before 1.8 and after 1.8.
No-one complained about it before 1.8.
Instead of nerfing scouts in various ways, why don't you instead do what you told us you would do and buff medium suits? You cannot balance scouts until medium suits are somwhat decent.
All you had to do CCP Rattati, was to increase the decloak -> fire delay on cloaks.....
Scouts are fine. Dont cave in to the crybabies here. |
Firbolg Barun
Dust2Dust. Top Men.
44
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Posted - 2014.05.30 08:20:00 -
[13] - Quote
Booby Tuesdays wrote:You finally add the Militia Plate / BPO values, and they're as CPU / PG intensive as Enhanced Plates?!?! No Militia item in the game costs as much as it's advanced tier! Put down the pipe and please re-evaluate this... What possible reason is there for a 200% increase to the PG requirements?
Because basic plates were OP for a very long time. |
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