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Thread Statistics | Show CCP posts - 19 post(s) |
bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 14:39:00 -
[1] - Quote
Cat Merc wrote:Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Gallente armour repair should still be reduced to 2hp/s. Shield regen should also be reduced - the only scout to have both should not be OP.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 14:57:00 -
[2] - Quote
CCP Rattati wrote: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)
Not against this choice. But if it comes to fruition, please increase grenade carry back to 3 and nerf Locus grenades if needed (thereby un-penalizing AV and Flux grenades.)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 15:04:00 -
[3] - Quote
Arkena Wyrnspire wrote: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)...
So wouldn't a better solution be to correct the damage profile of CRs and remove/reduce the slowdown effect for all weapons? (I still believe the RRs need a range nerf.)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 15:05:00 -
[4] - Quote
DozersMouse XIII wrote:can you just take the range bonus from the gal scout and give it to the amarr scout?
it makes more sense since the amarr and caldari are both range oriented
This.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
218
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Posted - 2014.05.27 03:26:00 -
[5] - Quote
CCP Rattati wrote: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.
So will you be reducing the Gallente shield regen rate since they are keeping their free armour repair mod? (Or will all other races, with fewer low slots, continue to be double penalized?)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
221
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Posted - 2014.05.28 02:31:00 -
[6] - Quote
Thor Odinson42 wrote:I wish REs would suffer a similar fate as locus grenades. I don't think there is a deadlier, cheap SP investment in the game.
I don't mind the damage that REs do, but the distance they can be thrown needs to be cut in half.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
221
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Posted - 2014.05.28 02:35:00 -
[7] - Quote
bogeyman m wrote:CCP Rattati wrote: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.
So will you be reducing the Gallente shield regen rate since they are keeping their free armour repair mod? (Or will all other races, with fewer low slots, continue to be double penalized?)
Crickets...
#lolgallente
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
223
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Posted - 2014.05.30 06:06:00 -
[8] - Quote
CCP Rattati wrote: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.
At half armour, a LAV (or any vehicle) should also start displaying some handicaps - reduced speed or manoeuvrability, for example. Furthermore, at 1/4 armour a HAV should also start having issues with turret rotation and the like... Maybe in Hotfix Beta?
Duct tape 2.0 - Have WD-40; will travel.
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