Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 19 post(s) |
|
CCP Rattati
C C P C C P Alliance
1503
|
Posted - 2014.05.23 10:30:00 -
[61] - Quote
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)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Francois Sanchez
What The French Academie
17
|
Posted - 2014.05.23 10:32:00 -
[62] - Quote
PLEASE READ THIS I THINK IT'S IMPORTANT
I think nerfing so heavily the profile reduction of the cloak is making the gallente scout even better than before compared to the others. What's the point of getting cloaked if you have a red chevron above your head and appear on enemies radar? First, the gal scout is the only unscannable one (I don't think anybody will put 4 complex damps on the Amarr), moreover he doesn't even need to invest a lot for this, just two slots. If we look at the advantages other scouts have, they're screwed by the gallente. With two low slots remaining whereas the others use them all for dampening, the gal scout can, for example, fit one kincat and one ferroscale plate, which means he'll be faster than the Minmatar, harder to kill than the Amarr, be the only one undetectable and have a better scan range than Min and Amarr. Nerfing the cloak duration is probably a good thing and enough. Maybe make the cloak profile reductions 5%, 10% and 15%
I hope everything I said is understandable, English isn't my language |
Francois Sanchez
What The French Academie
17
|
Posted - 2014.05.23 10:33:00 -
[63] - Quote
I forgot to say I liked the other changes |
Arkena Wyrnspire
Fatal Absolution
13665
|
Posted - 2014.05.23 10:35:00 -
[64] - Quote
Francois Sanchez wrote:the gal scout is the only unscannable one
This is because Calscout scans are so powerful.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
|
Ryme Intrinseca
The Rainbow Effect
1249
|
Posted - 2014.05.23 10:36:00 -
[65] - Quote
Arkena Wyrnspire wrote: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.
Ferroscale and reactive changes are nice, as are the reps.
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). 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. |
Cat Merc
Ahrendee Mercenaries
9876
|
Posted - 2014.05.23 10:41:00 -
[66] - Quote
CCP Rattati, the armor changes please me.
Feline overlord of all humans - CAT MERC
|
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
663
|
Posted - 2014.05.23 10:46:00 -
[67] - Quote
CCP Rattati wrote: 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)
Why not just remove AV grenades entirely from the game then? *sigh*
Also, why the hell would you do that?
Just off the top my head, some reason why this is a bad idea: This would make ambushes with no supply depots even more of an easy mode for tankers. Equipment spam (both links links everywhere and making rephive nests for armour tankers) is a huge issue in all game modes, which is why I (and many many other I know) carry flux nades pretty much always. Flux nades are also one of the few realiable-ish ways to clear RE traps, in many many places you can't even shoot at them without being too close to the blast radius.
Hives already give very few nades, why is this not an acceptable balance?
And if you are worried about nade spam, why, for the love of god would you BUFF THE CORE LOCUS NADE?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Balamob
Sver true blood Dirt Nap Squad.
30
|
Posted - 2014.05.23 10:47:00 -
[68] - Quote
While i like most of the hotfix, which also reflects real comunication between the cominity and Devs by that, good work CCP. Im concerned about scouts, without the scan reduction is aweful, but now to consider the time reduction on inv cloak is horrible, i know is difficult to deal with scouts, but the redction in timers is aweful, remember that even with the CPU n PG redcution, they r verry hard to equip by their cost even worst now that scouts has equip adv minimum if they want to reach B from A (in gallente factory for example) their invis timer wont be enough. I insist that dampeners on cloaks are necesary in meta, but this reduction on dB shoul be equal among all scouts.
Being a Templar is a vow for life.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10892
|
Posted - 2014.05.23 10:50:00 -
[69] - Quote
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.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Ryme Intrinseca
The Rainbow Effect
1250
|
Posted - 2014.05.23 10:56:00 -
[70] - 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) A problem with eliminating nanohive nade restock is that you're thereby protecting high ground campers. There are points on the map that you can only access via a dropship, sometimes directly overlooking an objective (e.g. Bravo in Gallente Research Facility). So unless you can get a dropship up there yourself (sometimes impossible due to rails or forges) the campers will stay there at least until an orbital becomes available. But there is a last resort at present, which is to stand under the campers lobbing cooked locus at them. You have a bad angle and can't really see what you're throwing at, so you go through protohives in an instant, but sometimes it is the one way to encourage people to get down from their perch and actually play the game.
I do see where you're coming from, as you don't want to encourage people to sit on hives spamming nades in normal circumstances, which I totally agree with. But I think the current high nanite cost of restocking grenades does that, as it gobbles up the hives so quickly that nade spammer can't be your go-to role, while giving a way of responding to cheap enemy tactics.
You also didn't address the swarm issue... |
|
Arkena Wyrnspire
Fatal Absolution
13666
|
Posted - 2014.05.23 11:01:00 -
[71] - Quote
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)...
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
|
Arkena Wyrnspire
Fatal Absolution
13666
|
Posted - 2014.05.23 11:03:00 -
[72] - Quote
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.
But... swarms are ineffective against dropships as well.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
|
Firbolg Barun
Dust2Dust. Top Men.
6
|
Posted - 2014.05.23 11:09:00 -
[73] - 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. |
DozersMouse XIII
Inner.Hell
816
|
Posted - 2014.05.23 11:13:00 -
[74] - Quote
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
don't harm the hamsters
|
Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:17:00 -
[75] - Quote
Quick! Ship it before downtime! |
Pvt Numnutz
R 0 N 1 N
1273
|
Posted - 2014.05.23 11:19:00 -
[76] - Quote
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.
Thank you! This dropship pilot salutes you for your understanding o7
That discussion is going to be very long, swarms do need some changes but the balance between swarms and dropships is extremely delicate. Thank you for communicating, means a lot to be heard. |
Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:20:00 -
[77] - Quote
CCP Rattati, why are you ignoring the scout questions in this thread.
Delt for CPM1
|
Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:25:00 -
[78] - Quote
Looks like no change to armor plate move penalty for now? |
Ryme Intrinseca
The Rainbow Effect
1250
|
Posted - 2014.05.23 11:28:00 -
[79] - 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)... In some cases, a 2% buff to AR will decrease the number of bullets required to kill by 1. For instance, someone with 500 eHP (vs AR damage profile) will go down in 16 bullets to a current Duvolle (33*15=495) and 15 to a post-buff Duvolle (33.66*15=504.9), and someone with 600 eHP (vs AR damage profile) will go down in 19 bullets to a current Duvolle (33*18=594) and 18 to a post-buff Duvolle (33.66*18=605.9). And so on for 700eHP, 800 eHP, 900 eHP, 1000 eHP.
Is it a big difference? No, not at all. Might that and the CR nerf move some people back to AR? A few, yes. [Enters fittings, puts Balac's on Quafe scout gk.0] |
Sir Dukey
SAM-MIK General Tso's Alliance
906
|
Posted - 2014.05.23 11:31:00 -
[80] - 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. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"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
CCP, STD cloak only last for 15 seconds... Really? That's like 100 meters it lasts. Please go back to old duration. Remove the dampening because it doesn't really matter but please don't lower cloak duration. |
|
Beren Hurin
Onslaught Inc RISE of LEGION
2372
|
Posted - 2014.05.23 11:32:00 -
[81] - Quote
will the time to refill cloaks back to 100% be the same, or do they keep the same rate as before?
If it took 10s to fill a 60s cloak, will it be 10s for a 30s, or 5s for 30s? |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
|
Posted - 2014.05.23 11:34:00 -
[82] - 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)
Kind of extreme but it'd give some reason to grenades being as powerful as they are. Spammability was always a problem but not because of the sheer amount, but because Core Locus Grenades did 600 damage. They're the only grenade that will actively -kill- infantry and they do so incredibly well. I've always figured that anti-infantry grenades worked more on the aspect of shrapnel rather than high-explosives, something that dropsuits would be able to shrug off more easily.
You're talking about something that does enough damage to kill most medium frames that aren't brick tanked over a radius of 7.2 meters. Just the other day I got -eight kills- with a single grenade being tossed into a building in an ambush match. That's a lot of power to have in something that is more easily fit than most light weaponry.
As far as the contact grenades' damage being reduced, I don't think enough people use them anymore for them to be a problem. Could leave their damage their damage the same and the 1 grenade limitation carries most of the weight of discouragement.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
WeapondigitX V7
The Exemplars Top Men.
150
|
Posted - 2014.05.23 11:36:00 -
[83] - Quote
I don't like the nerf to contact locus grenades. They were not very valuable in battle in patch 1.8. They will be even less valuable now. I think they will be severely UP.
I have used M1 and M8 and Core locus grenades in patch 1.8 because I see them as the most valuable (M8 best, M1 second best, Core 3rd best). I think M8 is king atm. I think these stat changes will make Core locus grenades the 2nd most valuable, and M8 locus grenades being the most valuable. M1 locus grenades will be UP. contact grenades being slightly more UP than M1 locus grenades, standard locus grenades will be severely UP. sleek locus grenades will be the laughing stock of the group.
Love the plasma cannon and AV grenade changes and plasma rifle changes.
I don't like the proposal for grenades to be non restockable from nanohives, unless we can command supply depots to drop from the sky when we want for a ISK cost(like ordering vehicles and dropships or installation drops( we cant order installation drops at the moment)).
Please consider making a copy of existing modules and changing there stats like this (example is below, look below) and putting them on the market(so we will have access to both old and new versions of modules).
New module: heavy dampener (low slot module)
This dampener utilizes heavy, dense materials with desirable properties that projects an unidentified field around objects in close proximity which makes them harder to detect by modern scanning technologies. It is also unkown why the field produced by the materials negatively affects the suits electronic systems relating to computer detection software of incoming projectiles. Computer systems become less likely to detect incoming projectiles and respond by hardening the armored surfaces of infantry dropsuits at predicted points of impact to reduce the damage taken when these materials are equipped. The materials do however reduce to CPU and PG cost of the module compared to regular dampening modules.
-6% speed penalty -7% total base hp penalty +35% at std, +40% at adv, +45% profile dampening at proto (scan profile multiplied by 0.55 at proto) the CPU cost of module: standard heavy dampener is 15% less than std dampener Advanced heavy dampener is 20% less than adv dampener Proto heavy dampener is 25% less than proto dampener
|
Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:37:00 -
[84] - Quote
Sir Dukey wrote: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. XXX 2) We are probably going to move the Gallente Scout repair rate over to the Amarr Scout. The "probably" is now "not"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 CCP, STD cloak only last for 15 seconds... Really? That's like 100 meters it lasts. Please go back to old duration. Remove the dampening because it doesn't really matter but please don't lower cloak duration.
The damp doesn't matter? Guess you don't run the already gimpy min scout.
Delt for CPM1
|
SponkSponkSponk
The Southern Legion Final Resolution.
814
|
Posted - 2014.05.23 11:40:00 -
[85] - Quote
For those who like graphs:
Old plate efficiency
New plate efficiency
As can be seen, the basic plate + basic ferro are still by far the best bang for the fitting, but it's not so egregious as it used to be.
I am okay with basic ferro being so fitting-efficient because the absolute amount of hp it provides is actually quite low.
However, the wide disparity in efficiencies between tiers of ferro and plates is still a bit troubling.
Dust/Eve transfers
|
Sir Dukey
SAM-MIK General Tso's Alliance
906
|
Posted - 2014.05.23 11:41:00 -
[86] - Quote
Dont reduce the duration numbers, the higher tire cloaks were useful but not any longer. You are gonna over nerf the cloak CCP. |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
663
|
Posted - 2014.05.23 11:55:00 -
[87] - Quote
Aeon Amadi wrote: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) Kind of extreme but it'd give some reason to grenades being as powerful as they are. Spammability was always a problem but not because of the sheer amount, but because Core Locus Grenades did 600 damage. They're the only grenade that will actively -kill- infantry and they do so incredibly well. I've always figured that anti-infantry grenades worked more on the aspect of shrapnel rather than high-explosives, something that dropsuits would be able to shrug off more easily. You're talking about something that does enough damage to kill most medium frames that aren't brick tanked over a radius of 7.2 meters. Just the other day I got -eight kills- with a single grenade being tossed into a building in an ambush match. That's a lot of power to have in something that is more easily fit than most light weaponry. So, instead of looking at the Core locus grenade maybe being too powerful in the current system, and maybe reducing its power (either damage or radius) somewhat, they choose to just remove grenade restocking from hives at the detriment of all the other grenades? Kind of extreme is one way of putting it. Oh, and why not just buff the Core locus nade while they're at it, that will help fix the problem?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Firbolg Barun
Dust2Dust. Top Men.
6
|
Posted - 2014.05.23 12:29:00 -
[88] - 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 |
Sleepy Shadow
L.O.T.I.S. D.E.F.I.A.N.C.E
174
|
Posted - 2014.05.23 12:33:00 -
[89] - Quote
Cat Merc wrote:Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Armour repairs need to be moved to high slots. ItGÇÖs the only way out of this mess. I never understood why Caldari and Gallente were mirror images from each other. Gallente needs to be different from Amarr, not Caldari.
If armour repairs were high slot modules you could give Gallente assault the slot layout of 5/2 and Amarr 1/5. Now Gallente can stack armour repair modules and damage with plates/dampening/whatever they see fit on their remaining low slots and Amarr could stack plates. With this layout Amarr and Gallente cannot compete with each other over the same tank type. This would also help scouts. Gallente scout should have a layout of 4/2, so they cannot brick tank anymore and no need to even consider removing the 3HP/sec from the scout. Amarr scout should be the one with the most low slots. It has most HP and should be most versatile too. Gallente can be invisible with high repair, but less versatile.
This on top of useful bonuses would be very nice. I would seriously start using my Gallente assault again if this was implemented.
I have never proto stomped but now that DUST 514 is dead I can do it without remorse!! 263 million ISK to go.
|
shaman oga
Nexus Balusa Horizon
2179
|
Posted - 2014.05.23 12:47:00 -
[90] - Quote
Why not give automatic reps for both gal and amarr? BTW, i would give to the amarr scout a different slot layout with +1 low slot at all tiers and -1 high slot at all tiers.
PSN: ogamega
I'm here to bla bla bla...
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 :: one page |
First page | Previous page | Next page | Last page |