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Thread Statistics | Show CCP posts - 19 post(s) |
Booby Tuesdays
Ahrendee Mercenaries
502
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Posted - 2014.05.23 13:14:00 -
[91] - 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)
Please don't. As I said before, this will be a huge nerf to MD users. The Flux MD combo, which is actually viable against the current Heavy Frame onslaught, will become a Great White Buffalo. Might as well grab a rifle like 90% of Dusters...
Also, I'm suprised no one has brought this up yet. What are the new CPU / PG values for Militia Armor Plates and BPO's? Currently they are 15 CPU, 3PG. New Basic Plates are becoming 9 CPU, 3 PG. Are you looking at increasing Mlitia Plates to something crazy like 20CPU and 5 PG?
I don't see the proposed Min Commando speed nerf in your document either.
Thanks for the numbers, they provide us with sustenance, NOM NOM!!!
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1539
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Posted - 2014.05.23 13:20:00 -
[92] - Quote
I really like the changes to plate PG/CPU, but honestly I feel shield modules PG/CPU needed a look more so than the plates. Not complaining though, plates definitely needed it too. Other than that everything looks fantastic.
Note on scouts:
Seems to me each scout needs it's own EWAR role instead of it just being Gal&Cal scouts doing it all. 1 should get damps, 1 passive scans, 1 scan radius, and 1 a cloak bonus. I personally feel that the Min. scout should get the cloak bonus since it's the knife suit, but that's up to you guys, I'm just throwing this out there.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Michael Arck
4474
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Posted - 2014.05.23 13:22:00 -
[93] - Quote
The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem.
Hnolai ki tuul, ti sei oni a tiu.
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Michael Arck
4474
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Posted - 2014.05.23 13:25:00 -
[94] - 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)
That defeats the purpose of the nanohive itself. My vote is no
Hnolai ki tuul, ti sei oni a tiu.
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Adipem Nothi
Nos Nothi
940
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Posted - 2014.05.23 13:26:00 -
[95] - Quote
On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus) Will be happy to see that GalScouts in fewer Plates and hopeful to see "slayers" looking elsewhere for the best frontal assault suit. Min and Cal will now be too easily hunted. Moody is correct (as usual) in that the GalScout will be the best at hiding/flanking/surprising and will remain King Scout (though it'll likely be much squishier). To be clear, this was a direct nerf to every Scout on account of "slayers" brick-tanking the GalScout.
On Cloak Changes (Duration) More tactical, less always-on. This nerf will make running cloak more fun and will give folks a reason to skill into proto.
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the underperforming Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
That said, I strongly recommend improving Assault Frames before making major adjustments to other Frames, so postponing Scout Changes was probably a good idea.
On AV / Vehicle Changes The PLC poses no real threat to dropships and minimal threat to Tanks; improvements to swarms would've been more appropriate. AV Grenades, on the other hand, will likely reduce odds of successful HAV steamrolling.
On Armor Changes Looks good, but where's the movement penalty?
Shoot scout with yes...
- Ripley Riley
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The dark cloud
The Rainbow Effect
3123
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Posted - 2014.05.23 13:42:00 -
[96] - Quote
In my opinion no suit should get scan precision or dampening bonus. Replace the gallante+caldari scout bonuses with something that is in line with the minmatarr+amarr suits.
-minnie gets bonus for hacking speed and nova knifes -amarr has bonus on stamina regen and amount
i would like to see following changes: -gallente scout 3% increased shotgun rate of fire and 10% more ion pistol damage per lvl
-caldari scout 4% increased cloak duration and 10% more damage to magsec smg and bolt pistol per lvl
that would give each scout a unique role and would get rid of the "who can hide better" nonesense on the scan profile debate.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 13:52:00 -
[97] - 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
Much better. I like you, you listen to our pain. XD
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:01:00 -
[98] - Quote
Adipem Nothi wrote:On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus)
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the under-performing Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
While the amar does need a better role for itself. Taking the self rep from the gal scout is not the way to go, considering that all the racial gallante suits get the self repping hp bonus for their armor.
This is how it should be, considering that's their life line hp. After all, would you give the shield recharge rate of 50p/s to the amar, and take it away from the caldari?
The amar would be much better suited with taking away the movement penalty of armor plates, than this fore mentioned route. Maybe not taking away the full movement penalty, but at least half of it. (so we don't have people stacking complex plates on it)
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ku Shala
The Generals General Tso's Alliance
932
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Posted - 2014.05.23 14:02:00 -
[99] - Quote
grenade damage nerf ? why not change the radius? 350 is not even going to kill a scout . I can't barley fit a grenade on my proto assault now and now i have to fit an expensive proto grenade for it to be usefull. a step backwards for assault ccp
oh and dont forget you gave us less grenades to use and dont want us to be able to resupply with nanohive either
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1361
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Posted - 2014.05.23 14:02:00 -
[100] - Quote
PLASMA CANNON NUMBERS FEEDBACK
Here is a link
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Dust 514 Survivor
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:05:00 -
[101] - Quote
Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem.
I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:07:00 -
[102] - Quote
Firbolg Barun wrote:Armor reppers did indeed get a nice buff.
Proto repper: 7.5 hp/s
With skills applied this will be 7.5 * 1.25 = 9.375 hp/s (Correct me if I am wrong?)
Duvolle Assault Rifle dmg on a commando with 1 enh dmg mod (before patch): 37,752 dmg/shot, 471,9 dmg/s.
Duvolle Assault Rifle dmg on a commando with 1 enh dmg mod (after patch): 38,50704 dmg/shot, 481,338 dmg/s.
Basically, my proto gallente commando will have 19.75 hp/s, sprint at 6.64 m/s and also get a dmg buff on AR? Nice!
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
Gallente assaults with 2 complex shield extenders, 3 complex reppers and a complex ferroscale plate will be very scary. ~~600 hp, 30 hp/s (that reps through combat, without any speed penalty whatsoever).
It may be a problem vs medium infantry (which it should), but another heavy will walk right through it.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Ku Shala
The Generals General Tso's Alliance
932
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Posted - 2014.05.23 14:08:00 -
[103] - Quote
Spartan MK420 wrote:Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem. I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw.
the only problems with scouts is the bunny hoping and poor hit detection...... you should not be able to jump around in front of a heavy spraying an HMG and live
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:12:00 -
[104] - Quote
Beren Hurin wrote: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?
Will update the spreadsheet with that data at the first convenience.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
376
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Posted - 2014.05.23 14:14:00 -
[105] - Quote
Ku Shala wrote:Spartan MK420 wrote:Michael Arck wrote:The cloak field duration is okay where it is right now. Maybe the delay in switching to weapon and decloaking should be looked at but even that isn't a major problem. I agree, the major problem, is that people do not pay attention to their surroundings. You can see a cloaked scout from a quarter mile away if you're in the open. But if you go into a "maze', yea the scout should be able to skull **** you before you know whats going on. CQC masters ftw. the only problems with scouts is the bunny hoping and poor hit detection...... you should not be able to jump around in front of a heavy spraying an HMG and live
I never do.
I catch them by surprise, shoot them once in the back, and twice while they're turning around. Sometimes even a third time. Stealth is the advantage there.
Scouts, whom are seen by a heavy before they sneak up on them , stand a cold chance in hell at surviving.
It all breaks down to awareness. If a heavy isn't checking his surroundings, he's a poor pd unit anyways.
Back to the armor rep modules, and the ar buff, I'm hoping this change makes my gall assault usable again. I know it will help my min logi. =]
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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CCP Rattati
C C P C C P Alliance
1526
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Posted - 2014.05.23 14:14:00 -
[106] - Quote
Adipem Nothi wrote:On Rifle Changes Look's good. Small adjustments are the way to go. Can always finetune later if and as needed.
On Cloak Changes (Dampening Bonus) Will be happy to see GalScouts in fewer Plates and hopeful to see "slayers" looking elsewhere for the best frontal assault suit. To be clear, this was a direct nerf to every Scout on account of "slayers" brick-tanking the GalScout. As result, Min and Cal will now be too easily hunted. The CalScout nerf will be mitigated to a degree as it will become a better hunter; it will remain PC-viable only because of shared squad sight. The already under-performing MinScout will be further marginalized by this nerf; its users are rightfully concerned. This one change will likely succeed in shifting FoTM, though the shift will be made on the backs of the Minmatar.
On Cloak Changes (Duration) More tactical, less always-on. This nerf will make running cloak more interesting and will give folks a reason to skill into proto.
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would bolster the niche prescribed to the under-performing Amarr Scout. Lore is a non-factor; balance and feasibility are primary. That said, postponing Scout Changes was probably a good idea; I strongly recommend improving Assault Frames before making major adjustments to other Frames.
On AV / Vehicle Changes The PLC poses no real threat to dropships and minimal threat to Tanks; improvements to swarms would've been a more appropriate response to Vehicle vs Infantry imbalance. AV Grenades, on the other hand, will likely reduce odds of successful HAV steamrolling. Very much looking forward to dusting off my Lai Dais.
On Armor Changes Failed to locate new movement penalties. Otherwise, looks pretty good. I do agree with Arkena, however, that the cost/benefit of Enhanced has always outweighed Complex, which appears unchanged in the proposed figures.
Speed penalties got lost on the way, will update when I can.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jebus McKing
Legio DXIV
479
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Posted - 2014.05.23 14:15:00 -
[107] - Quote
CCP Rattati wrote: ... we are discussing completely eliminating the restocking of all grenades by nanohives ... I am looking forward to this.
Scouts everywhere, game's unplayable.
@JebusMcKing
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CCP Rattati
C C P C C P Alliance
1528
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Posted - 2014.05.23 14:20:00 -
[108] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:23:00 -
[109] - Quote
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.
Cool. Taking the Eve Online approach, I like it.
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Master Smurf
Nos Nothi
468
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Posted - 2014.05.23 14:24:00 -
[110] - Quote
Ku Shala wrote:grenade damage nerf ? why not change the radius? 350 is not even going to kill a scout . I can't barley fit a grenade on my proto assault now and now i have to fit an expensive proto grenade for it to be usefull. a step backwards for assault ccp
oh and dont forget you gave us less grenades to use and dont want us to be able to resupply with nanohive either
The grenade changes are just idiotic - It just seems they should leave flux and scrap the rest.
It is a grenade - it is suppose to kill or cause massive injury.
"Shine bright like a diamond"
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Adipem Nothi
Nos Nothi
942
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Posted - 2014.05.23 14:33:00 -
[111] - Quote
Spartan MK420 wrote:Adipem Nothi wrote:
On Scout Changes I proposed and support GalScout's passive armor rep being transferred to Amarr Scout. The Scout Community expected Amarr to be the go-to brick-tank option; armor would be its niche. No one expected Gallente to receive passive armor rep; that came as unneeded surprise. King GalScout does not need this perk to compete, and this perk would directly support the niche we had prescribed to the under-performing Amarr Scout. Don't give two squirts about lore; only concerned with balance and feasibility.
(1) While the amar does need a better role for itself. Taking the self rep from the gal scout is not the way to go, considering that all the racial gallante suits get the self repping hp bonus for their armor. (2) This is how it should be, considering that's their life line hp. After all, would you give the shield recharge rate of 50p/s to the amar, and take it away from the caldari? (3) The amar would be much better suited with taking away the movement penalty of armor plates, than this fore mentioned route. Maybe not taking away the full movement penalty, but at least half of it. (so we don't have people stacking complex plates on it)
1) On release of 1.8, the GalScout would've been the best Scout even without passive armor regen. It wasn't needed, and it added to the imbalance. At some point, too many perks becomes a problem; imbalance should not be exaggerated or justified on account of Lore.
2) You're a Scout. Your "lifeline" is not being seen, not getting shot and not fighting fair. How do you think Scouts survived in builds prior to 1.8?
3) If feasible, yes. But I seriously doubt that module parameters can be assigned on a frame-by-frame basis; that would've been a hugely inefficient way to code them. More simply put, your idea is good but would likely require alot of work and a client-side update (neither of which we'll get). The only way to implement this would be via Racial Bonus (i.e. -5% armor movement penalty per level).
Shoot scout with yes...
- Ripley Riley
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
377
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Posted - 2014.05.23 14:33:00 -
[112] - Quote
though i do feel that the cloak duration is a bit low at proto. I believe 60 at the proto level would be more reasonable. Especially considering there is no skill that improves the cool down duration. (would be more understandable if it was a scouts racial bonus that countered this, making it a more useful minja *cough*.
My ewar scout has 395 hp (all max core skills), and will be cut by a 1/3rd once complete. The odds of survival are lowered dramatically by this duration nerf. Seems now that I would need to tank even more health, in order to compensate for this.
Lowering or removing the cloak dampening, should have been enough of a nerf at once. (in regards to scouts) Changing too many variables at once, without checking the results, could lead to a bigger nerf than was needed. Poor matari scouts.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1364
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Posted - 2014.05.23 14:33:00 -
[113] - Quote
AV comparison done
LINK TO THE SPREADSHEET
Plasma Cannon Advocate
Dust 514 Survivor
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Cody Sietz
Bullet Cluster Lokun Listamenn
3261
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Posted - 2014.05.23 14:37:00 -
[114] - Quote
Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Appia Vibbia
Molon Labe. General Tso's Alliance
2552
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Posted - 2014.05.23 14:39:00 -
[115] - Quote
CCP Rattati wrote: 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. [list]
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.
You've just removed Minmatar Scouts from being a viable PC option. You just pushed for more Gallente Scout. Good game, Rattati, it seems you didn't want to listed to players after all.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:39:00 -
[116] - Quote
Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is.
Assault swarms are on the top of my list of "useless" variants to fix
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:42:00 -
[117] - Quote
CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix
What about the Plasma Rifles variants >:
Useful Links
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CCP Rattati
C C P C C P Alliance
1534
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Posted - 2014.05.23 14:45:00 -
[118] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >:
Fixed or Dodo, I am leaning towards the second
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Beren Hurin
Onslaught Inc RISE of LEGION
2375
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Posted - 2014.05.23 14:48:00 -
[119] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second
You could make one of the variants have a significantly lower fitting cost, even though it's not very desirable (burst?). |
Adipem Nothi
Nos Nothi
943
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Posted - 2014.05.23 14:48:00 -
[120] - Quote
Appia Vibbia wrote:
You've just removed Minmatar Scouts from being a viable PC option. You just pushed for more Gallente Scout. Good game, Rattati, it seems you didn't want to listed to players after all.
That mischaracterizes intent, Appia. The change speaks directly to FoTM. "Stack plates on a GalScout if you want, but be slow and be seen."
Yes, the change will absolutely break the Minmatar Scout. But that damage can be undone in 2nd wave.
I doubt that there is any way to let only the Minmatar Scout keep the cloak's dampening bonus. A quick-and-dirty fix would be to drop its base profile.
Shoot scout with yes...
- Ripley Riley
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