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Thread Statistics | Show CCP posts - 19 post(s) |
Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:30:00 -
[31] - 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. 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%.
Feline overlord of all humans - CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:31:00 -
[32] - 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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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:31:00 -
[33] - 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. |
Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:32:00 -
[34] - 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. 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?
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9872
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Posted - 2014.05.23 09:33:00 -
[35] - Quote
jerrmy12 kahoalii 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. If you didn't see before, I had the idea of armor reps being percentage based. I have discussed this many times before. There is no need for such thing, it's a stupid mechanic and no matter what numbers I used there was always a catch that made them either underpowered or overpowered.
Feline overlord of all humans - CAT MERC
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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:34:00 -
[36] - 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 ;) |
Oswald Rehnquist
1419
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Posted - 2014.05.23 09:36:00 -
[37] - Quote
First, regardless of my general dislike of what I perceive as a major bad decision, the openness of all of this is rather refreshing.
So kudos with sharing that with us, I am also aware your not thy guy who makes all the balancing decisions.
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
Thanks for doing the math,
Cyrius Li-Moody wrote:So what you really should have said is you're forcing players to fill all their lows with dampeners
The funny part is, there is no reason to run damps on a min or cal anymore since they can't beat the precision gameplay in a reasonable format, which translates to plateing up. I'm also not saying that cal scouts are in the same boat as min scouts just for the record.
CCP Rattati wrote: Just to force players to make a choice between being completely unscannable or scannable and invisible. CCP Rattati
This is the part in particular I find slightly ironic, because the result does not match the intended goal, or if the player choice aspect was don't pick the wrong race of scout (as in why didn't you pick the obvious op scout), then the statement is no longer ironic but obviously extremely imbalanced.
Gal Scouts contradict this exact statement, they can be unscannable and be invisible, with no decision needed as it can be done with no serious cost investment.
Min/Cal scouts have zero choice now and must opt for scannable with the cloak
Ama scouts must devote their entire fitting to beat it, so while on a technicality they do have a choice, due to comparative advantage (gals do it better), amarr scouts will ignore all ewar modules as they are light assaults that can cloak.
Below 28 dB
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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 -
[38] - 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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Cat Merc
Ahrendee Mercenaries
9873
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Posted - 2014.05.23 09:39:00 -
[39] - Quote
CCP Rattati wrote: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. Yeah, but I expected 5% changes. 2% changes are quite unnoticable and I promise you that you won't get any proper data like that.
Feline overlord of all humans - CAT MERC
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Mordecai Sanguine
What The French Red Whines.
690
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Posted - 2014.05.23 09:41:00 -
[40] - Quote
What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? |
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jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:41:00 -
[41] - 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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Cat Merc
Ahrendee Mercenaries
9873
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Posted - 2014.05.23 09:43:00 -
[42] - Quote
Mordecai Sanguine wrote:What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? You mean the Amarr Assault? It's the only suit with less slots, and that's because they didn't touch assaults back at 1.8.
Feline overlord of all humans - CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10891
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Posted - 2014.05.23 09:43:00 -
[43] - Quote
KAGEHOSHI Horned Wolf wrote:"Adding Amarr Dropsuit Slots" Seriously, which Amarr dropsuit
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Firbolg Barun
Dust2Dust. Top Men.
2
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Posted - 2014.05.23 09:44:00 -
[44] - 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 |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
659
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Posted - 2014.05.23 09:45:00 -
[45] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:
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. OMG You guys have finally learned! <3
Also, yes, assaults soon, please?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Cat Merc
Ahrendee Mercenaries
9873
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Posted - 2014.05.23 09:54:00 -
[46] - Quote
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.
Feline overlord of all humans - CAT MERC
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Mordecai Sanguine
What The French Red Whines.
690
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Posted - 2014.05.23 09:58:00 -
[47] - Quote
Cat Merc wrote:Mordecai Sanguine wrote:What Amarr will receive for this MEGA NERF ?
As you said Amarr are supposed to brick tank, but their only possible plate is being ultra nerfed while others can use the other plates now. The ehp between Amarr and others is now even closer.....(Gallente have more than Amarr.....)
Actually Gallente still armor tank way better than Amarr while being faster and with hp/regen... What's your plan on this ?
Amarr is : -The slowest suit. - Not even the better tank / and armor tank. - No regen. - Less slots. - Biggest hitbox of all.
And the ONLY thing we received for this whole **** is 30hp (At then end other races have more ehp once fitted...) and...stamina. Oh god WHY ? You mean the Amarr Assault? It's the only suit with less slots, and that's because they didn't touch assaults back at 1.8.
I mean all suits. But yes for the slots problem , only the assault is concerned. |
jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 09:58:00 -
[48] - 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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Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:01:00 -
[49] - 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. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
661
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Posted - 2014.05.23 10:02:00 -
[50] - Quote
Firbolg Barun wrote: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. EXACTLY!
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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The dark cloud
The Rainbow Effect
3121
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Posted - 2014.05.23 10:07:00 -
[51] - Quote
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). |
Ryme Intrinseca
The Rainbow Effect
1247
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Posted - 2014.05.23 10:08:00 -
[52] - Quote
Overall this looks quite good. People are poo-pooing the AR/CR changes, but it might be enough to tempt me back to the Duvolle.
Still, I have some concerns:
1. I really agree with the dampening reduction on cloaks and the increased decloak delay. But I think you are going too far with the cloak duration nerf. Maybe a 25% reduction would be more around the mark given the other cloak nerfs, otherwise you risk making it a marginal item and we'll be back to 1.7.
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.
Finally, I think there is a typo for the repair module. It says % when it should say hp/s. That change looks good though. |
jerrmy12 kahoalii
Proficiency V.
1518
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Posted - 2014.05.23 10:10:00 -
[53] - 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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Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:14:00 -
[54] - 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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Moonracer2000
Subdreddit Test Alliance Please Ignore
803
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Posted - 2014.05.23 10:15:00 -
[55] - Quote
can we get proposed movement penalties for armor plates, or are those remaining as-is for now?
Also, at the HP offered for reactive and ferroscale I still can't see the appeal of them. Would rather one basic armor plate and fill the rest of my lows with repair modules.
Grenade changes are going to be interesting. Personally I'll probably just run with flux grenades most of the time.
Ashes to ashes, Dust to PC.
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Ryme Intrinseca
The Rainbow Effect
1249
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Posted - 2014.05.23 10:20:00 -
[56] - Quote
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. |
Firbolg Barun
Dust2Dust. Top Men.
5
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Posted - 2014.05.23 10:22:00 -
[57] - 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. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
662
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Posted - 2014.05.23 10:23:00 -
[58] - Quote
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.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Jebus McKing
Legio DXIV
479
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Posted - 2014.05.23 10:28:00 -
[59] - Quote
I like the numbers so far.
I also think the cloak duration reduction is reasonable. But what I would've liked to see even more so is a fix to shooting while decloaking.
CR/AR changes look solid. I like making small changes first and see how things go instead of massively changing things back and forth. Together with the armor plate changes (and therefore less people stacking loads of armor hp) I think the AR will be in a good spot.
Locus grenades... I probably won't be using those anymore after the hotfix. I know a direct hit still deals a good chunk of damage, but most of the time you don't hit people directly. These changes make STD and ADV Locus grenades less attractive to me and I'll probably switch back to flux grenades.
PLC looks to be less ****** against vehicles. If it will become useful though still has to be seen.
@JebusMcKing
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Arkena Wyrnspire
Fatal Absolution
13663
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Posted - 2014.05.23 10:28:00 -
[60] - Quote
Alright.
These are mostly a good set of changes with the ideas behind them solid. However, I have a few concerns.
Firstly, on the various grenade changes - Core locus grenades do not need a buff. They are already handheld nuclear weapons. Correct airbursting will allow you to kill any non-heavy in one grenade.
I am curious as to why you opted to increase AV grenade damage rather than just revert the grenade count change. I feel that while that was justified on the locus to reduce grenade spam (as grenades were becoming comparatively more effective killing tools with 1.8 TTK changes) there was never any need to reduce the count on either AV or flux grenades.
I do not believe contact grenades need a nerf. They're already barely used, further reductions in damage are unnecessary.
I'm a huge fan of these cloak changes. 0/2.5/5% profile dampening bonuses make barely any difference and I can't see any time that would actually have a real effect, but removing the dampening bonus cloaks give is a nice tweak. The duration change! That was unexpected, but I love it!
I've never taken the cloak to prototype, but now I have a reason to. Good work! I do have a question though - are the recharge rates changing?
The armour changes look okay. Active reps appear to be done as a % though - they're not changing from a linear HP/s are they?
Basic plates have long needed to take up more than 1 PG, that's a good change. However, complex appears to have had its requirements increased while enhanced has had a decrease. This seems odd to me - enhanced plates have always felt like the gold standard for armour plates while the complex was an overly expensive variant that I never bothered with.
AR/CR changes are pretty pathetic, 2% changes won't make a single bullet of difference in the vast, vast majority of cases. I recommend having a look at the number of bullets taken to kill rather than considering it just as a %. If there's zero change in bullets to kill there is zero change in TTK, so the change is pointless. As it is, I doubt there'll be any change in bullets required to kill except on 1000+ EHP suits.
Plasma cannon changes are eh and I still won't use it for serious AV but it's nice to finally see some love for them.
I notice you've cancelled the movement of the Gallente passive rep to the Amarr suit (at least for this patch). I'd just like to say that it makes no sense to move the reps from the active tankers to the passive tankers. Instead, I recommend increasing the base armour HP on the Amarr suit. Actually, I'd recommend that across the board. I notice you've also suggested an increase in the number of slots some Amarr suits have - for the Amarr assault, that's overdue. I look forward to that change.
Changes to the large blaster dispersion = HELL YES. I greatly look forward to there being fewer instagib infantry Madrugars roaming about (or at least less effectively).
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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