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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Zatara Rought
General Tso's Alliance
3360
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Posted - 2014.06.09 10:59:00 -
[31] - Quote
LionTurtle91 wrote:Assault Suits.
PLEASE PLEASE PLEASE CCP! ^^^
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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The dark cloud
The Rainbow Effect
3215
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Posted - 2014.06.09 11:04:00 -
[32] - Quote
The thing that bugs me about remotes is that i cant carry the same amount of remotes that i actually can place down. Most noticably it is on proto where i need a nanohive to put down 2 more. Simple sayd: max active=max carried. |
MINA Longstrike
845
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Posted - 2014.06.09 11:08:00 -
[33] - Quote
Can we take a look at cardiac regulators / myofibral stim modules? They are currently prettymuch worthless.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Skybladev2
LUX AETERNA INT RUST415
116
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Posted - 2014.06.09 11:14:00 -
[34] - Quote
CCP Rattati wrote: 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
What is RE progression?
WP for mobile CRUs - holy yeah! And please fix a bug when some one can spawn at dropship mCRU, and some not. mCRU variants can be useful too: cheap with low skills/PG/CPU -> long spawn time expensive with higher skills/PG/SPU -> short spawn time
<[^_^]>
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Dj grammer
Red Star. EoN.
243
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Posted - 2014.06.09 11:18:00 -
[35] - Quote
Shield tanking Minmatar Logistics is coming back?! Well time to dust off some old modules and put them back to use.
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Dj grammer
Red Star. EoN.
243
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Posted - 2014.06.09 11:19:00 -
[36] - Quote
Draxus Prime wrote:ADD BACK LOGI VEHICLES AND REMOTE REPS PLLLLZZZZZZ. that is all We would need to balance out tanks and AV before we can bring back the murder taxis
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
28
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Posted - 2014.06.09 11:20:00 -
[37] - Quote
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Can we get an estimate or detailed chart showing how much extra isk you get based how expensive your suit is. Also, can we balance matchmaking. I've seen countless battles where we either dominate the whole map or we're being dominated. Please fix this.
"I don't even know anymore"
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BL4CKST4R
warravens Final Resolution.
2760
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Posted - 2014.06.09 11:28:00 -
[38] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Again, any, none or all of these might end up in Bravo, all depending on how quickly we can turn them around.
Sincerely, CCP Rattati
1) Additional Militia weapons and increased exposure to new players + more militia suits + basic suit balance.
2) Rifle Variant balance, range and dps + Automatic AR and its variants, it still aren't where they should be.
Spread sheet data on weapons + suggestions on balancing AR's
3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles
4) Swarms and Dropships
5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking.
Can make a spreadsheet based on a post I wrote on this subject along time ago...
What about armor suits, if you make it so shield suits do not hybrid tank, what will you do to make it so armor suits do not hybrid tank also. Currently my Gallente suit works fairly well, but only because most of my tank comes from shields. Without shields it would be next to useless but at the same time my suit would have more HP than a shield suit only because I am hybrid tanking.
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
OH GOD YES MOAR ISK FOR MOAR PROTOSTOMP (Might want to think about reducing SP costs of suits and weapons and making non role specific suits not be so garbage)
7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Vehicles should be visible like 100% of the time...
supercalifragilisticexpialidocious
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
491
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Posted - 2014.06.09 11:30:00 -
[39] - Quote
Can you please allow equipment to be restocked at supply depots? I don't want to do an exploit just to get my Commando's compact hive restored when I reach a depot. It's not like it adds to the equipment spam thing, considering that equipment is still limited by type.
Is there really any reason to prevent direct restocking of equipment at supply depots? |
Beren Hurin
Onslaught Inc RISE of LEGION
2404
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Posted - 2014.06.09 12:00:00 -
[40] - Quote
Nothing on medium suits? |
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Cavani1EE7
The Rainbow Effect
76
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Posted - 2014.06.09 12:15:00 -
[41] - Quote
Make dust MAGger.
1337
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Cat Merc
Onslaught Inc RISE of LEGION
10233
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Posted - 2014.06.09 12:27:00 -
[42] - Quote
Assault should be top priority at this point IMHO.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10233
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Posted - 2014.06.09 12:29:00 -
[43] - Quote
Do not touch prototype shield extenders (Maybe with PG), everything else needs to be looked at.
Feline overlord of all humans - CAT MERC
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Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1823
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Posted - 2014.06.09 12:35:00 -
[44] - Quote
CCP Rattati wrote: 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
I think this might warrant closer examination of the current environment in the wake of the large blaster changes, these were a significant source of the power imbalance in Ambush, and with their effectiveness noticeably reduced against infantry it might be a bit early to continue to call this a major problem. I'm not saying its not worth considering, only pointing out that the issue has been mitigated somewhat by hotfix alpha and its worth gathering more feedback before making a final decision. Would love for other players to chime in on this with the recent changes in mind....
Isk rewards are particularly important, especially since these now play a larger role in enabling corps to participate in Planetary Conquest. With the elimination of passive income, corporations will need to rely on taxation to fund things like clone packs or expensive vehicles fielded on behalf of the corp. This goes not only for corps already involved in Planetary Conquest but those that wish to save tax money for clone packs to have a shot at entry.
I agree with those that disagree that one needs to be able to sustain themselves in advanced or proto gear without a high degree of skill. However - especially for lesser-skilled players, affording much beyond free suits can still be a significant challenge, and I feel this creates an unnecessary discouragement from playing the game. Players WANT to field more than free suits, without feeling like they need to go full proto (and use that gear to maintain a high KDR). Right now I see a lot of polarization - those that protostomp, and those in free gear. Adding isk really won't buff the protostompers (who are mainly bleeding PC isk anyways), but it could create more variety amongst lower-skilled players in what they're able to field. This is especially important since many weapons require advanced models to obtain the unique variants. |
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
632
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Posted - 2014.06.09 12:47:00 -
[45] - Quote
I thought you guys at CCP said you would look at the assault dropsuits in hotfix brovo seeing as how severely underpower they are compared to the other dropsuits.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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Grimmiers
580
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Posted - 2014.06.09 12:51:00 -
[46] - Quote
Om Anko wrote:CCP Rattati wrote: 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Removing Vehecles from Anbush ,not Ambush OMS mode. See how it works.
What if it was lavs only excluding assault dropships. If they can fix small turrets lav chases would be pretty fun in ambush I think.
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
737
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Posted - 2014.06.09 12:57:00 -
[47] - Quote
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
As far as I stand this should be priority number 1.
- Having an ambush with no vehicles means players can actually have a solo mode to play in and have fun when they don't feel like being in a squad. Having a game mode for infantry with vehicles means teams can go at it and the players that don't want to deal with that vehicle mess won't bother playing. Vehicle people can have at it against each other. (My guess is that not a single infantry player would ever join these matches, strengthening my stance that vehicles are a horrible addition to a shooter game if they don't die just as fast as infantry. You can increase the payouts in these game modes with vehicles to get players to join... doubt it would work though. I choose sanity over greed.
- For the second part of this, which I've been complaining about and crying about for months is the ISK reward. The time invested in a game mode should reflect the payment (roughly). If I spend 5-8 minutes in a match (ambush) then I should be paid less than if I were in a match for 10-12 minutes (Domination), and much less than if I were in a match for 13-18 minutes (Skirmish). I know the entire community can agree to this.
My thoughts of payouts would be around these numbers (plus/minus, obviously...) 200k - Ambush, 400k Domination, 600k Skirmish. Going off of what I wrote below, the clone cost for ambush should be around 64k (50 clone ambush) and 40k (80 clone ambush), for domination around 45k (150 clone), And for skirmish around 65k (150 clones).
If I run 3 ambush matches I can make the same as I make in one skirmish, and the time invested should total to be roughly the same. And payout should NEVER be based on what's killed. It should be based on the amount of deaths (clone kills) and the value of those clones that were killed. The distribution of payout should be based on war points. For example, if each clone is worth 75k (just giving an example) and 100 clones are killed, then that leaves a pool of ISK totaling around 7.5 million ISK. Now, you rank each player by war points and divide the ISK among the players by the amount of war points they earned. The top player will always get paid the most.
To help out the slayers (because they will obviously be less than the logistics here), there needs to be an increase in war points. Such as slayer war points, killing 5 guys in a row, killing 10 guys in a row, etc. BONUS to being good at killing. This increase in war points for slayers should balance out the payment ensuring that good players reap the rewards.
Anyway, that should tackle my problem of being broke after going (on average) 27/3... My payout being 200k ISK, and I lost 315k ISK... ugh.
[edit] This is sloppy, I don't have the patience to revise my post right now lol
Newb
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
737
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Posted - 2014.06.09 12:59:00 -
[48] - Quote
Grimmiers wrote:Om Anko wrote:CCP Rattati wrote: 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Removing Vehecles from Anbush ,not Ambush OMS mode. See how it works. What if it was lavs only excluding assault dropships. If they can fix small turrets lav chases would be pretty fun in ambush I think.
LAV's should still be included in no vehicle matches... You can KILL the infantry on the gunner seat so it's not an OP weapon. And yes, they are fun to chase someone around.
Newb
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1182
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Posted - 2014.06.09 13:03:00 -
[49] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Sincerely, CCP Rattati
These 2 points right here...
The reason I specced out of Caldari and went Gallente because Shield tanking is just not an option nowadays! And when it does become an option it is overpowered for the community and gets nerfed into the ground. I want to go Caldari Sentinal but the way of Gallente pips it in every which way. I have Logi/Scout/Commando and now this just makes my next, and last suit really undecided.
NO VEHICLES IN AMBOOSH! YES- I have been advocating this since ..forever! Good Job.
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Zatara Rought
General Tso's Alliance
3366
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Posted - 2014.06.09 13:03:00 -
[50] - Quote
Cenex Langly wrote: LAV's should still be included in no vehicle matches... You can KILL the infantry on the gunner seat so it's not an OP weapon. And yes, they are fun to chase someone around.
I disagree.
there's actually a growing amount of players using lav's in skirmish matches camping a point way far away with rail turrets.
the mobility and alpha is much lower, and the capacity fro killing is really high. They simply increase the distance and if they notice AV you can hop out if there's no path to escape or drive away and setup on a new perimeter away from the AV.
No LAV exceptions in no vehicle matches.
Lav's still retain the problems posed by tanks and ads's on ambush matches, albeit on a lower scale.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Zatara Rought
General Tso's Alliance
3367
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Posted - 2014.06.09 13:11:00 -
[51] - Quote
Cenex Langly wrote:
My thoughts of payouts would be around these numbers (plus/minus, obviously...) 200k - Ambush, 400k Domination, 600k Skirmish. Going off of what I wrote below, the clone cost for ambush should be around 64k (50 clone ambush) and 40k (80 clone ambush), for domination around 45k (150 clone), And for skirmish around 65k (150 clones).
If I run 3 ambush matches I can make the same as I make in one skirmish, and the time invested should total to be roughly the same. And payout should NEVER be based on what's killed. It should be based on the amount of deaths (clone kills) and the value of those clones that were killed. The distribution of payout should be based on war points. For example, if each clone is worth 75k (just giving an example) and 100 clones are killed, then that leaves a pool of ISK totaling around 7.5 million ISK. Now, you rank each player by war points and divide the ISK among the players by the amount of war points they earned. The top player will always get paid the most.
To help out the slayers (because they will obviously be less than the logistics here), there needs to be an increase in war points. Such as slayer war points, killing 5 guys in a row, killing 10 guys in a row, etc. BONUS to being good at killing. This increase in war points for slayers should balance out the payment ensuring that good players reap the rewards. [/list]
Anyway, that should tackle my problem of being broke after going (on average) 27/3... My payout being 200k ISK, and I lost 315k ISK... ugh.
[edit] This is sloppy, I don't have the patience to revise my post right now lol
What?
I'm on the fence about this. If we got data that showed that increasing WP gains by other things besides equipment could compete with those WP gains made by equip logi's then i'd be down with this. Currently tank can accumulate a **** ton of WP's if there are vehicles on the opposite team. But i dislike the idea of someone going into a match calling out a tank and killing all the installations, popping a few tanks, and then dying and chilling in the MCC the remaining duration and still getting top 5, if not number 1 WP's.
Just some thoughts.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Maximus Stryker
Who Are Those Guys
996
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Posted - 2014.06.09 13:40:00 -
[52] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Again, any, none or all of these might end up in Bravo, all depending on how quickly we can turn them around.
Sincerely, CCP Rattati In response to #6, Game Modes...
How easy or difficult is it to combine Domination and Skirmish?
By combine, I mean this, have a Skirmish map that rotates 1 single active letter at a time. Both sides fight over a single letter like the Domination game mode but every 4 - 6 minutes the location (or active letter) switches.
Ex: A Skirmish would start with both sides going for Delta than in 4 minutes the active letter switches to Bravo than in 5 minutes the letter switches to Alpha than in 6 minutes it goes back to Brave than in 5 minutes it switches to Charlie.
Thoughts/Comments/Concerns?
Best Idea For Legion
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Kevall Longstride
DUST University Ivy League
1394
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Posted - 2014.06.09 13:42:00 -
[53] - Quote
I'd be completely in favour of ambush going vehicle free. It would be a good way to ease new players without having to worry about fitting for AV.
Besides I think a straight on infantry v infantry mode would be a fun and tactically rewarding game. Just as long as we use the smaller maps guys.
CPM1 Candidate
CEO of DUST University
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Kam Elto
KILL-EM-QUICK RISE of LEGION
316
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Posted - 2014.06.09 14:11:00 -
[54] - Quote
deezy dabest wrote:Baal Omniscient wrote:RE progression would be fantastic. 3 1500 damage RE's is nice for taking out militia tanks, but for anything stronger you need more damage. It's not like RE's aren't pretty much a guaranteed OHK on infantry anyway, might as well jack the damage up on higher tiered RE's to give people a reason to run them. Anyone other than tankers opposed to 1500/2000/2500? The only way I will be a fan of anything with REs is if it is accompanied by a reduction to splash radius. All other "AV" is viable against infantry but takes some decent skill. REs on the other hand are 10x better against infantry than vehicles. REs also need their deployment range reduced. Maybe 1.5 meters. You shouldn't be able to toss them like grenades.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
164
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Posted - 2014.06.09 14:13:00 -
[55] - Quote
7) Smaller tweaks such as RE progression
Oh my God. CCP Rattati I will love you forever if you lower the basic and advanced RE damage so they aren't insanely unfair to heavies.
I sincerely hope this is what you mean by a "tweak" because anything less than a damage nerf is NOT going to cut it.
Think about it. That "explosive resistance" on Sentinels isn't even working against RE's.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Izlare Lenix
Last VenDetta. Dark Taboo
683
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Posted - 2014.06.09 14:20:00 -
[56] - Quote
The ScR is the least used of the four rifles. This is probably because it has such a reduction in damage to armor.
It would be nice if the heat buildup of the ScR was slightly reduced so a few more shoots could be fired before overheat. Nothing else needs to change, just slightly reduced heat buildup.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Jadd Hatchen
The Phoenix Federation
566
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Posted - 2014.06.09 14:24:00 -
[57] - Quote
CCP Rattati wrote:The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles. Sincerely, CCP Rattati
Ok, I'm gonna stick to these things first as there are many more things that need more fixing than this...
1 - YES!!! I've been asking for this since you guys finished the racial equivalents of the assault rifles. Each starting player needs to have a free (unlimited) weapon that matches the suit and race they started off as, instead of everyone having the free assault rifle. What's better is if there was some way to retro-actively give players the choice to switch their assault rifle for one of the new ones too. How exactly do you guys play to implement this stuff? Will it only be for new players and thus screw over your existing player base yet again?
2 - I will say it again. Trying to balance before finishing the core set of stuff (racial parity in all suits, weapons, vehicles turrets, etc.) is stupidly insane and self-defeating and will only result in players becoming more and more confused as you go one way one month and reverse it the next. Every time you add in a new weapon, equipment, suit, vehicle, or other feature, this causes gameplay to shift and as a result all pre-existing weapon balance will need to be revisited each time. You are creating more work for yourselves by doing it in this order.
3 - Honestly I won't input here because I don't use them. You want to know why? BECAUSE THERE ARE NO MINMATAR ONES YET! Parity and verisimilitude first, balance second!
4 - Ok there is a very easy fix for this. Unfortunately the way you guys have coded damage vs. target type may have stuck you in a corner and thus made this unavailable, so I'll propose the optimal solution first and the sub-optimal one second. - Optimal solution - All swarm launchers become inherently "smart" enough to recognize when they are locking onto an HAV versus a dropship etc. So when locking onto an HAV, the missiles re-designate a portion of the propellant fuel to be used to augment the explosive damage instead. This means slower missiles with a larger "bang." In the case of locking onto a dropship, the swarm launchers would re-designate a portion of the explosive warhead to be used as fuel instead and thus result in a much faster missile, but with less bang. However I kinda doubt your coding will allow for such "on the fly" changes in behavior for one weapon in the game... So now for the sub-optimal solution. - Sub-optimal solution - You create two new variants of the Swarm Launcher for each tier of the weapon. I'll call one a "stinger" swarm and the other the "hellfire" swarm. The Hellfire variant swarms would be designed specifically to hunt after HAVs and other ground targets (HAV, LAV, Turrets, CRU's, and supply depots, etc.). It would have a very high damage potential when it hits, but it would also have a shorter range and the missiles would fly much slower. The Stinger variant swarms would be designed specifically to go after dropships and other fast moving air vehicles. They would fly very fast to hit the targets, but do much less damage and have a longer range. In both of these concepts, there would be nothing to stop someone from using a Hellfire against a dropship or a Stinger against an HAV, they would just be less effective in those roles is all.
5 - Unfortunately without using the same, much more complex 4 damage type system that EVE uses, I have no easy solution for this one. Honestly, unless you build in a specific drawback that says if you combine armor with shields, then they interfere with each other, then you won't stop people from hybrid tanking.
6 - Your game modes suck because they are all the same. Bring back the original Skirmish from beta where there were objectives that meant something and the maps were more dynamic. You are already doing that by making Ambush a smaller part of the Skirmish maps... Now go the next step, make an Ambush map with one objective like in Domination... Now when the attacking team holds that one point for 3 minutes, it opens the next two sections of the skirmish map by rolling back the defender's redline and adds in two more objectives (one in each new section). Now the attackers have to hold two of the three objectives for 5 minutes to reveal the final objective which they have to hold for 5 minutes to win the scenario. The whole while, the defenders don't have an MCC, but the attackers do and the attacker's MCC is taking damage from the defender's set of null cannons that are only controlled by the final objective.
I agree rewards need to be increased by like 10% overall or by creating monetary objectives in the matches such as bounties on specific players or bounties on equipment destruction etc.
Removing vehicles from Ambush is fine.
7 - RE's!!!! You guys ****** these up so bad! Ok, one simple and easy fix that will make them sane again. Make them so that they cannot be THROWN!!!! What freaking insane person throw explosives packs around like frisbees!!!! You PLACE charges, you do NOT throw them! I'm ok with the damage they do, hell they could do more for all I care. I like how they can stick to anything including vehicles and that should be maintained. But throwing them is what is making them so God Damned overpowered right now.
continued on next post... |
Jadd Hatchen
The Phoenix Federation
566
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Posted - 2014.06.09 14:25:00 -
[58] - Quote
Continued from previous.
8 - You need to remove one of the equipment slots from all the Scout suits. Why do scouts get TWO? They should have to choose between being able to cloak and being able to do other things. Right now they are better than Assault suits AND they can still do all the LOGI stuff too!!! This blurs the roles between scout and logi and makes them more powerful than assaults. You need to remove the second equipment slot!
9 - On logi's... When using a repair tool there is a 1 to 2 second delay (I don't know the exact time) between when you stop repairing someone and when you can do ANYTHING else. This means if I'm reping someone and I get shot from behind (because you made us logi-s this ******* bright ass yellow color that cries out to everyone to shoot me), then I cannot respond and I'm immediately dead because waiting 2 seconds for the repair tool to stop repairing and then equiping a weapon is too long. I cannot even run away, because you made it so that logi's cannot repair while running, so again I have to wait 2 seconds before I can even run around a corner for cover or anything like that. This time needs to be cut in half! It gimps the logi-suits more than stun-locking. |
pdiddy anfama
KILL-EM-QUICK RISE of LEGION
123
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Posted - 2014.06.09 14:34:00 -
[59] - Quote
Please take a look at the Caldari Assault. It's a said day in America when I can kill more people with a 'Dren' scout g/1 series and combat rifle than I can kill with my proto Caldari Assault and combat rifle.
CCP fix PC your core game mode
Blah blah blah about locking districts as long as there is frame rate drops
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Ripley Riley
Incorruptibles
2123
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Posted - 2014.06.09 14:35:00 -
[60] - Quote
- Additional Militia weapons
- Shield tanking balancing
- Balancing swarms
- Balancing the assault dropsuits
Listed in order of my interest.
He imposes order on the chaos of organic evolution...
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