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Thread Statistics | Show CCP posts - 19 post(s) |
jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 06:55:00 -
[1] - Quote
CCP Rattati wrote: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 NumbersDue 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 How about, make armor rwps % base? So sentinels don't need to stack 4 reps to not be pathetically slow? Glad you're buffing them but thought I'd toss it out there.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:31:00 -
[2] - 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. If you didn't see before, I had the idea of armor reps being percentage based.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:41:00 -
[3] - Quote
I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:58:00 -
[4] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote:I hope you guys know the ar is far from up It's just that the cr is too op and the rr maybe needs a tweak. Any more buffs=more op shield damage fyi. No. The AR is so far behind in terms of range, yet so close in terms of DPS to the other rifles. It's just stupid. When the cr and rr get balanced the ar will be the go to gun for killing everything, high shield damage decent armor damage. I just hope cal and min get buffed soon.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 10:10:00 -
[5] - Quote
The dark cloud wrote:Erm i thought you where reducing the HP plates gave? Either im missing something or its not listed. However the only significant change are the armor reps which give 2.5HP/s, 5HP/s and 7.5HP/s. Thats deffo a nice thing however my Gk.0 scout fits have like 10-15PG leftover on proto lvl. so the 2 PG more for basic plates wont really bother me cause im using advanced plates. But damn the cost for feroscale and reactive plates are going down hard.
Cloak field duration doesnt really bother me cause i got insane passive scan range. I only cloak up when its needed so no change there for me. To be honest you would have made a bigger impact on scouts if you reduced the fitting bonus for cloaks.
Back to armor reps: 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). Gal has 4 reps Cal has no energizers But if they made it like armor shields can be decent.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1520
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Posted - 2014.05.24 02:13:00 -
[6] - Quote
Cyrus Militani wrote:jerrmy12 kahoalii wrote:How about, make armor reps % base? So sentinels don't need to stack 4 reps to not be pathetically slow? Glad you're buffing them but thought I'd toss it out there.
The % by your armor rep numbers gave me the idea.
Also if you're making a cloak dekay fix the cloak Most maps or dark areas you glow like the 4th of july. As appealing as that sounds, that's such a bad idea. Starting with 2% it would give heavies a distict advantage over mediums. Anything lower would reduce the repair rate for mediums. At 5% a heavy could get 120 HP/s if he stacked 4 and had 600 HP. It would make logis obsolete. I'm fine with a slight buff to repairers as proposed, but no %. He'll no. How about, heavy armor reps, eh, eh? More pg cost but higher rep rate
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1520
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Posted - 2014.05.24 06:00:00 -
[7] - Quote
IRON PATRIOT 1 wrote:Cyrius Li-Moody wrote:Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision I agree with the math but this is not the case in game. I did some field testing today with my cal scout. With two complex profile damps you still get scanned by a focus scanner being used by any other than gal logi. I needed to be cloaked along with the 2 comp damps to not be scanned by a complex focused scanner Edit: I always mess up quotes Two damps should make you completely invisible at lvl 5 tba. It's a damm scout, it's role is to be unscanable But ccp wants 4 low slots to do that Which means cal and min are underpowered scouts.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1520
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Posted - 2014.05.24 08:49:00 -
[8] - Quote
Ryme Intrinseca wrote:Firbolg Barun wrote: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. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1521
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Posted - 2014.05.24 09:54:00 -
[9] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote: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. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
would be true, if a cal couldn't stack energizers, and wasn't smart enough to make use of the 1s shield recharge delay.[/quote] Moat enemies rush you and you have no time Homestly making a slow shiel suit qith delays was bad Gal sent will out rep caldari
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1522
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Posted - 2014.05.24 10:36:00 -
[10] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote: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. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields. Never stops repping is what I meant by 'the difference in how armour and shields work'.
Gk.0 does not have more armour than ck.0 has shields. Remember, we are talking about rep-tanking both suits, so all gk.0 lows have reppers and all ck.0 highs have energiziers/rechargers. In that scenario they have exactly the same amount of main tank (525). So that is not a factor.
Look at the numbers again. The ck.0 can achieve 117hp/s while gk.0 can only manage 38.5hp/s. So ck.0 has a massive regen rate advantage. This is balanced by the fact that gk.0 regens even under fire (albeit at that slower rate).
Sometimes I wonder if people will only be happy when shield and armour have exactly the same hp values and exactly the same regen characteristics, just with different names.[/quote] Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1522
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Posted - 2014.05.24 11:24:00 -
[11] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1528
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Posted - 2014.05.25 03:52:00 -
[12] - Quote
Godin Thekiller wrote:Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout. -Gallente remains and takes further lead as king scout
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this. Gal should be the only one to beat it anyways. Why is it so hard to just put in other EWAR? Oh wait, that's right, dust is dead........... Because if you're scanned you're dead, min and cal need some kind of stealth, I also want a respec.
Closed beta vet.
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