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Thread Statistics | Show CCP posts - 19 post(s) |
The-Errorist
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715
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Posted - 2014.05.23 07:27:00 -
[1] - Quote
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.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
Sver true blood
715
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Posted - 2014.05.23 07:54:00 -
[2] - Quote
CCP Rattati wrote: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 Awesome :D
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
Sver true blood
718
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Posted - 2014.05.23 22:19:00 -
[3] - Quote
Sure scouts were able to stay cloaked for too long, but cutting the duration in half maybe is too much.
Quote:Gallente Scout Repair rate-3hp/s Amarr Scout Repair rate+3hp/s
Sure, moving giving Amarr scouts base repair would make them best suited for brick tanking which is the type of tank Amarr should be better at compared to the others, what about other Amarr and Gallente suits? Is there going to be a change for a future hotfix that will make Gallente the best suited for rep stacking compared to the others?
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
SVER True Blood
718
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Posted - 2014.05.23 22:34:00 -
[4] - Quote
RECON BY FIRE wrote: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.
Dropships are already basically invulnerable to Swarms as it is, sooooooo..... wtf. They can fly faster than the Swarms travel and outrun them, they can fly higher than a Swarm can ever hope to lock, and furthermore on the last point Swarms have such pathetic lock range that Dropships can basically just act like they don't exist. Only rep tanked dropships are invulnerable to proto swarms and shield dropships can be easily taken out by 2 proto swarms if it gets hit twice by both swarmers. As for the speed, it takes time to get enough speed to evade swarms in an assault dropship and only if you have an afterburner can you fly away from a second swarm volley in time.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
SVER True Blood
718
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Posted - 2014.05.24 01:32:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote: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. Thank you for the reply. I would like to point out that not only do they have less slots, they start out with mostly high slots at lower tiers (militia basic medium frame, standard assault), and possess equal high and low slots at higher tiers; this does not make sense for an Armor-tanking race. The Amarr logi at higher tiers suffer from a slot deficiency as well when compared to other racial logis of the same tier. Compare a proto Amarr logi to a proto logi from any race, and it will be apparant. Some would argue its a tradeoff for the sidearm, but that doesn't make sense; Amarr logi have less equipment as a tradeoff for the sidearm, but why do they also need less module slots? There is also the issue of why do logis have more module slots at higher tier than assaults anyway? it allows them to more tan makeup for their lower base HP and be better slayers than assaults. There is also the lesser known issue of how much logis suck at standard tier when you look at their module slots, and compare them to assaults. I have an old thread [ > > THIS THREAD HERE < < ] on the subject of medium frames, assaults, and logistics that covers. The Amarr slot layouts are not the only ones that don't racially make sense.
The module slot gap between tiers for medium frames; it is MUCH higher for mediums than any other frame size, especially for logistics; logis start out just horrible in module slots at standard tier, less than their assault counterparts (except Amarr logi), yet progress to have more module slots than assaults at higher tiers.
The module slot deficiency between Amarr mediums (NOT just assaults, basics, and logis as well) other race's medium dropsuits; for the logi, one could make the argument that less module slots (at higher tiers) than other logis is payment for sidearm, but the Amarr logi also sacrifices equipment slots compared to the Gallente and Minmatar logis.
The assaults at higher tiers are inferior to logistics a higher tiers because of difference in module slot count.
I would like a complete medium frame overhaul that will achieve the following: All medium frames, including the logistics, will be viable at lower tiers.
All assaults will be preferable for the job of slaying at higher tiers when compared to logistics.
The first 2 points can be achieved by not only equalizing module slots between assaults and logis at all tiers, but also equalizing the specific slot layout as well.
Fixing the Amarr slot deficiency.
Racially consistent slot layouts.
The module slot gap between high and low tiers being consistent with other frame sizes; each tier increments module slots by 1, not 2 or more. This would if proto has 8 module slots, advanced has 7, and standard has 6. If instead proto instead has 7 module slots, then it would mean advanced has 6, and standard has 5.
Its kind of more complicated than that because of the craziness of the Caldari logi (starts out absolute worst standard tier both in modules and equipment, then gets a whopping 9 module slots at prototype, while other logis have 7 or 8), but its all covered in my thread. I strongly encourage you reading my thread, I put a lot of thought into it, and I tried to be as thorough as possible. The end result of what I want is that assaults and logis of the same race and tier have the same module slot layout, and module slot count. At each higher tier, the module slots increment by 1; for example, if they start with 6 module slots at standard, then at advanced they will both have 7, and at prototype they will both have 8. The equal slots will allow the higher base HP of the assault to actually matter. Assaults are be more mobile, will have slightly higher HP ceiling (because of the currently higher base HP). The logistics have the 2-3 more equipment slots for higher utility. In 1.8, CCP started normalizing slot layouts for the races for light frames, commandos, sentinels, and regular basic heavies, but ran out of time to work on medium frames; I hope that fixing these kinds of serious issues for mediums frames will come too at a later hotfix.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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The-Errorist
SVER True Blood
723
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Posted - 2014.05.25 00:10:00 -
[6] - Quote
@CCP Rattati
From the this thread
From this thread (Paraprased from some of KAGEHOSI's posts) Are you aware that logistics have a weird and inconsistent module & equipment slot layout progression too? (same slots as light frames then more then assaults and other issues) There's a thread outlining the problem, why it's a problem, and solutions in a easy to ready & understandable way.
and from[Feedback] Gallente scouts thread
CCP Rattati wrote:Yes I think we are done here. Thanks for the awesome feedback, I hope we can all be happy with this discussion and how it sets the bar for future dev-community interaction. What about the responses to your last question and the related issues raised? For example, making it harder to fit a prototype focused scanner? If a scout has to make lots of sacrifices to hide from it, why shouldn't the person using that scanner need to make sacrifices too?
Another related and seemingly unnoticed/unreplied suggestion (to you) was to remove the scan radius bonus and replace that with a cloak duration bonus, so that it has 2 bonuses for hiding (dampening & cloak duration) instead of only having a duration bonus like you suggested earlier (I know that only that was decided against). This would make the Gal scout not a bonus that's too similar to the Cal scout too.
There are other concerns besides mine that went without getting a formal reply from you.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The-Errorist
SVER True Blood
724
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Posted - 2014.05.27 09:28:00 -
[7] - Quote
Arkena Wyrnspire wrote:...
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
... Contact grenades are barely used because they are only available for AUR and not ISK.
In the spreadsheet, they currently deal the same amount of damage as regular grenades of the same teir, which, in my opinion, is not right. The easiest grenade type to spam shouldn't do as much damage as one that takes more skill to use.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The-Errorist
SVER True Blood
724
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Posted - 2014.05.28 01:18:00 -
[8] - Quote
XxGhazbaranxX wrote:The-Errorist wrote:Arkena Wyrnspire wrote:...
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
... Contact grenades are barely used because they are only available for AUR and not ISK. In the spreadsheet, they currently deal the same amount of damage as regular grenades of the same teir, which, in my opinion, is not right. The easiest grenade type to spam shouldn't do as much damage as one that takes more skill to use. Thukker contact are proto and not aurum grenades... Just clarifying. I also think the thukker contact grenades didnt need a nerf in damage. Their fitting costs, only being able to have 1, the fact that you need max grenade skill and the pricepoint is enough to have kept it where it was. The fused on the other hand where a big problem when they had more damage than the proto variant and then they "homogenized" contanct grenades through the tiers giving them all the same damage and fitting costs even though the fused needed no skill prerequisites. I think the Thukker should have stayed at 400 or maybe even gotten the damage raised to 500 while the fused which is aurum should have been lowered to proposed levels BTW the contact grenades section in the market is empty, I suggest adding the standard and advanced isk variants to the market and adding them there. Also a Contact flux would be nice; just saying Ah, there is an ISK version, but it's in the wrong section and not in the contact grenade category of the market. As for fitting cost, it has the same PG/CPU requirement as the regular core locus grenade. Also the justification you made about it needing more SP to use, I don't think it anything should be balanced based on how SP intensive it is, kinda like how balancing things around ISK is bad. Also the Thukker and Fused locus grenades do not deal more damage then base prototype grenades.
Anyway I want contact grenades to give just as grenades as regular grenades, continue to have the same PG/CPU req as the base grenade of their teir, but have around 25% less damage.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The-Errorist
Sver true blood
728
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Posted - 2014.06.02 13:48:00 -
[9] - Quote
The dark cloud wrote:Erm looking at the cloak-shot delay it says that its 0.5 secs at the moment. The proposed change is to be set at 1 sec. Is it just me or are you just simply increasing the time that it takes to swap from the cloak (your arm) to a gun? If thats the case then you affect every 1 increasing the weapon swap time cause i assume that the swap time is just a fix number which works for everything. Like changing from a primary to a sidearm or equipment. It is obviously a "Decloak to Shoot Delay" and not a cloak to weapon swap delay; It will increase the time you have to wait to be able to fire your weapon when you decloak.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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The-Errorist
Sver true blood
728
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Posted - 2014.06.02 14:29:00 -
[10] - Quote
Kosakai wrote:thanks Rintitin but these nerfs are useless.... RIP min.scout.... PS we want respec then.... The changes in Hotfix Alpha wouldn't hurt the Minmatar or the Amarr as much as the Gal and Cal scouts. All scouts (gal scout is now not the exception) already have to sacrifice a low slot to have a profile of under 27dB for when their cloak (which lasted too long) runs out. The reduction in gal scouts dampening would require it to actually use a low slot to hide from scans and the reduction in the Cal and Gal scan range would make avoiding them easier if we aren't dampened.
The Min scout is fine.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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