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Thread Statistics | Show CCP posts - 19 post(s) |
THUNDERGROOVE
The Last of DusT. General Tso's Alliance
815
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Posted - 2014.05.24 02:30:00 -
[211] - Quote
jerrmy12 kahoalii wrote: How about, heavy armor reps, eh, eh? More pg cost but higher rep rate
Or leave it as is. If you want your own reps sacrifice armor or get a logi.
TDBS
Fight heavy spam with plasma cannons!
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
98
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Posted - 2014.05.24 02:44:00 -
[212] - Quote
Cyrius Li-Moody wrote:Alright here's some preliminary findings on the things I actually care about:
-Only the Amarr and Gallente will be able to beat a gallente focus scanner. -Caldari and Minmatar will never beat a gallente focus scanner. -In turn Cal and Min will never beat a Caldari scout. -Gallente remains and takes further lead as king scout
long story short: Sucks to be a Minmatar scout even more than currently. Can I get a respec on my Minmatar scout? Not kidding about this.
You've gotta realize something. That focused scanner only stays lit for 5 seconds, has a 40 second cooldown, and with the range limitations it'd be EXTREMELY rare for him to actually scan the right place to find you.
Minmatar remains the scout I would pick because of its speed and hacking bonus. If you didn't pick it for either of these two things, then it's YOUR FAULT not CCPs.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Dj grammer
Red Star. EoN.
239
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Posted - 2014.05.24 02:58:00 -
[213] - 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
This MIGHT be enough to bring me back and play this game on out to its death
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IRON PATRIOT 1
Proficiency V.
148
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Posted - 2014.05.24 05:56:00 -
[214] - Quote
[quote=Cyrius Li-Moody]Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision
I agree with the math but this is not the case in game. I did some field testing today with my cal scout. With two complex profile damps you still get scanned by a focus scanner being used by any other than gal logi. I needed to be cloaked along with the 2 comp damps to not be scanned by a complex focused scanner
I always mess up quotes |
jerrmy12 kahoalii
Proficiency V.
1520
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Posted - 2014.05.24 06:00:00 -
[215] - Quote
IRON PATRIOT 1 wrote:Cyrius Li-Moody wrote:Lowest Dampening possible or worth noting: Caldari - 18.49 db w/ 2 complex damps (17.56 db while proto cloak active) Minmatar - 15.85 db w/ 3 complex damps (15.05 db while proto cloak active) Amarr - 14.73 db w/ 4 complex damps Gallente -13.87 db w/ 2 complex damps
For reference:
Gal Logi can 360 scan 4 Focused Scanners that scan at 15db for 5 seconds each.
Caldari Precision -17.85 db w/ 2 complex precision -15.81 db w/ 3 complex precision -14.91 db w/ 4 complex precision I agree with the math but this is not the case in game. I did some field testing today with my cal scout. With two complex profile damps you still get scanned by a focus scanner being used by any other than gal logi. I needed to be cloaked along with the 2 comp damps to not be scanned by a complex focused scanner Edit: I always mess up quotes Two damps should make you completely invisible at lvl 5 tba. It's a damm scout, it's role is to be unscanable But ccp wants 4 low slots to do that Which means cal and min are underpowered scouts.
Closed beta vet.
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KingBabar
MAG was better...
2535
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Posted - 2014.05.24 08:03:00 -
[216] - Quote
So, a buff to my beloved Core Locus nades???
I can't see that anyone has ever asked for it but I'll be sure to make a nade spam fit just for the luls...
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Ryme Intrinseca
The Rainbow Effect
1254
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Posted - 2014.05.24 08:45:00 -
[217] - Quote
Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. |
jerrmy12 kahoalii
Proficiency V.
1520
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Posted - 2014.05.24 08:49:00 -
[218] - Quote
Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
Closed beta vet.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
388
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Posted - 2014.05.24 09:13:00 -
[219] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
would be true, if a cal couldn't stack energizers, and wasn't smart enough to make use of the 1s shield recharge delay.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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jerrmy12 kahoalii
Proficiency V.
1521
|
Posted - 2014.05.24 09:54:00 -
[220] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields.
would be true, if a cal couldn't stack energizers, and wasn't smart enough to make use of the 1s shield recharge delay.[/quote] Moat enemies rush you and you have no time Homestly making a slow shiel suit qith delays was bad Gal sent will out rep caldari
Closed beta vet.
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Ryme Intrinseca
The Rainbow Effect
1254
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Posted - 2014.05.24 10:17:00 -
[221] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields. Never stops repping is what I meant by 'the difference in how armour and shields work'.
Gk.0 does not have more armour than ck.0 has shields. Remember, we are talking about rep-tanking both suits, so all gk.0 lows have reppers and all ck.0 highs have energiziers/rechargers. In that scenario they have exactly the same amount of main tank (525). So that is not a factor.
Look at the numbers again. The ck.0 can achieve 117hp/s while gk.0 can only manage 38.5hp/s. So ck.0 has a massive regen rate advantage. This is balanced by the fact that gk.0 regens even under fire (albeit at that slower rate).
Sometimes I wonder if people will only be happy when shield and armour have exactly the same hp values and exactly the same regen characteristics, just with different names. |
jerrmy12 kahoalii
Proficiency V.
1522
|
Posted - 2014.05.24 10:36:00 -
[222] - Quote
jerrmy12 kahoalii wrote:Ryme Intrinseca wrote:Firbolg Barun wrote:Ryme Intrinseca wrote:The dark cloud wrote:The new values of 2.5, 5 and 7.5HP/s are before skills i assume? Which would mean we can add another 25% on top of a repper. Which then means it would turn out as 3.125HP/s, 6.25HP/s and 9.375HP7s (basic-complex). Im warning you CCP a gallente heavy will get too close to high amounts of regen with 4 complex reppers. Which means that he can achieve 38,5HP/s (+1HP/s allready added!) which overlaps extremely with the caldari sentinel regen speed (30hp/s on default). You're comparing a Gk.0 that uses all its slots on regen with a ck.0 that uses no slots for regen. If the ck.0 uses its slots for regen as well it has far higher regen (e.g. 63hp/s with 2 rechargers, and 117hp/s with 2 rechargers and 2 energizers). So that seems balanced. Armor reps repairs through damage though. Shield don't. Hence the higher recharge on shields with complex energizers. Its very balanced. I agree, when I said 'that seems balanced' I wasn't being sarcastic! (Though that is hard to get across on the ol' interwebs.) Basically I think the new armour repper numbers are good as they mean a regen-optimized gk.0 is viable, though it would still be way behind a regen-optimized ck.0 in raw regen numbers, as it should be due to the difference in how armour and shields work. Exept gal sent never stops repping And has more armor than aregen tank cal sent has shields. Never stops repping is what I meant by 'the difference in how armour and shields work'.
Gk.0 does not have more armour than ck.0 has shields. Remember, we are talking about rep-tanking both suits, so all gk.0 lows have reppers and all ck.0 highs have energiziers/rechargers. In that scenario they have exactly the same amount of main tank (525). So that is not a factor.
Look at the numbers again. The ck.0 can achieve 117hp/s while gk.0 can only manage 38.5hp/s. So ck.0 has a massive regen rate advantage. This is balanced by the fact that gk.0 regens even under fire (albeit at that slower rate).
Sometimes I wonder if people will only be happy when shield and armour have exactly the same hp values and exactly the same regen characteristics, just with different names.[/quote] Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Closed beta vet.
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The-DON of-DOT-MAFIA
The DOT MAFIA
3
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Posted - 2014.05.24 10:40:00 -
[223] - Quote
To CCP RINTINTIN:
The truth has no agenda, and a great artist told his students to never second guess themselves.
I am impressed with your ideas, and you have my sympathy in trying to make a game mechanic function, when that mechanic is a wall hack.
Most all FPS's in hardcore mode do not have a minimap, and squad vision should be limited to comms.
Could the HMG damage signature to LAV's also be applied to Drop ships?
again thank you for the dose of hope!
peace/out |
Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:16:00 -
[224] - Quote
Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9895
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Posted - 2014.05.24 11:19:00 -
[225] - Quote
jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing.
"In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have.
Feline overlord of all humans - CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1522
|
Posted - 2014.05.24 11:24:00 -
[226] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent.
Closed beta vet.
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Cat Merc
Ahrendee Mercenaries
9895
|
Posted - 2014.05.24 11:51:00 -
[227] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:jerrmy12 kahoalii wrote: Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster.
Energizers remove a laughable amount of HP. The HP difference will be next to nothing. "In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted" Uhh... How exactly? It would rep around 110HP, which is less than 1/4th what a Cal Sentinel would have. 39 39 39 117, never interupted 3 energisers=less than armor hp of gal sent base 6% energisers remove decent hp from cal sent. Cal Sentinel drops to 440HP~ shields with 3 energizers.
Feline overlord of all humans - CAT MERC
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Ryme Intrinseca
The Rainbow Effect
1254
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Posted - 2014.05.24 12:03:00 -
[228] - Quote
jerrmy12 kahoalii wrote:Energisers remove hp After skills gallente has more armor than cal has shieles In 3 seconds or less gallente has repped more or same armor as cal would have shield, un interupted And gallente have shields over armor I will be happy when shields have no delay or rep even faster. Shield skills increase hp as much as armour skills do. Both suits are at 656.25hp with full skills.
But you're right, I forgot to take energizer HP reduction into account. But as I said, even with 2 rechargers and no energizers, ck.0 has much higher regen than a gk.0 that uses all lows on regen. And of course the ck.0 will have higher HP as well in that case as it will have more slots free for tank.
The caldari suit undoubtedly has its advantages (dat depleted delay ) and a little buff for armour reppers won't take away it's king of rep crown. In fact it is a slight buff for ck.0 as well as they'll usually carry a repper. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 12:53:00 -
[229] - Quote
@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Joel II X
Dah Gods O Bacon
2654
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Posted - 2014.05.24 13:06:00 -
[230] - Quote
When is this being released? |
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Cat Merc
Ahrendee Mercenaries
9897
|
Posted - 2014.05.24 13:38:00 -
[231] - Quote
Aeon Amadi wrote:@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill? Doing the math that would be too powerful. 1/1.5/2 would be best.
Feline overlord of all humans - CAT MERC
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 14:39:00 -
[232] - Quote
Cat Merc wrote:Moving the reps from Gallente to Amarr? Really?
That's just stupid lol
Amarr: Brick Armor Gallente: Repair Armor
Gallente armour repair should still be reduced to 2hp/s. Shield regen should also be reduced - the only scout to have both should not be OP.
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 14:57:00 -
[233] - Quote
CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Not against this choice. But if it comes to fruition, please increase grenade carry back to 3 and nerf Locus grenades if needed (thereby un-penalizing AV and Flux grenades.)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 15:04:00 -
[234] - Quote
Arkena Wyrnspire wrote:Ryme Intrinseca wrote: I mostly agree, but on the CR/AR thing, I think a 4% shift (2% nerf+2% buff) can make a difference. Look at how many people have taken up the ACR (<3) just because it was nerfed less than other rifles (8% rather than 10-15%).
Still, ideally I think AR/CR would be a 3% buff/nerf.
But it doesn't, that's the point. If you have a 2% change on each and neither changes the number of bullets required to kill, there is no net change. People didn't just take up the ACR because it took half the damage nerf that some of the other weapons did. There are a whole host of reasons for choosing the ACR over the AR - better damage profile (especially important with the proficiency changes), better range, better RoF (important on the slowdown effect)...
So wouldn't a better solution be to correct the damage profile of CRs and remove/reduce the slowdown effect for all weapons? (I still believe the RRs need a range nerf.)
Duct tape 2.0 - Have WD-40; will travel.
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bogeyman m
Krusual Covert Operators Minmatar Republic
214
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Posted - 2014.05.24 15:05:00 -
[235] - Quote
DozersMouse XIII wrote:can you just take the range bonus from the gal scout and give it to the amarr scout?
it makes more sense since the amarr and caldari are both range oriented
This.
Duct tape 2.0 - Have WD-40; will travel.
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Medic Touson
D3ATH CARD
1
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Posted - 2014.05.24 15:08:00 -
[236] - Quote
it looks like ur geting the idea of how to balance and fix the game but the hit reconishion needs a major fix for the nex update of hofix ples look into it. i am also a bit disapointed that i can see 800m with a sniperbut i cant kill till 600m and the fact that i see people behind a wall or a box and cant kill them needs a fix as well.if you play a sniper like i do you will see the bugs that i keep on geting. if you could look into this it will inprove the game a pit more. |
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CCP Rattati
C C P C C P Alliance
1694
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Posted - 2014.05.24 16:17:00 -
[237] - Quote
Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr.
We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Arkena Wyrnspire
Fatal Absolution
13713
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Posted - 2014.05.24 17:02:00 -
[238] - Quote
CCP Rattati wrote:Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr. We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable
Complex isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Cody Sietz
Bullet Cluster Lokun Listamenn
3266
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Posted - 2014.05.24 17:32:00 -
[239] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Cat Merc wrote:Please don't increase complex armor plates penalties. They're rarely used anyway, and I already lose 0.4m/s per plate, which is huge.
Even without increasing the speed penalty on it, I still think enhanced armor plates will be the golden standard for plated Gallente/Amarr. We are thinking, 3,4 and 5% actually, just raising the STD and ADV by 1% so complex is desirable Complex isn't really that desirable anyway. 12 PG 30 CPU is a lot more than the other plates require and you're only increasing that. I think they may raise the CPU/PG requirements for complex plates. That would kind of kill them for the GalAssault with it's limited CPU/PG.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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RECON BY FIRE
Imperfects Negative-Feedback
402
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Posted - 2014.05.24 17:46:00 -
[240] - Quote
The-Errorist wrote:RECON BY FIRE wrote: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.
Dropships are already basically invulnerable to Swarms as it is, sooooooo..... wtf. They can fly faster than the Swarms travel and outrun them, they can fly higher than a Swarm can ever hope to lock, and furthermore on the last point Swarms have such pathetic lock range that Dropships can basically just act like they don't exist. Only rep tanked dropships are invulnerable to proto swarms and shield dropships can be easily taken out by 2 proto swarms if it gets hit twice by both swarmers. As for the speed, it takes time to get enough speed to evade swarms in an assault dropship and only if you have an afterburner can you fly away from a second swarm volley in time.
Youre full of ****, but what else can I expect from someone in Sver other than to defend their vehicle crutch?
Stuff....?
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