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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
The Eristic
Dust 90210
465
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Posted - 2014.06.11 04:35:00 -
[91] - Quote
Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too.
Reality is the original Rorschach.
Verily! So much for all that.
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CCP Rattati
C C P C C P Alliance
2455
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Posted - 2014.06.11 06:08:00 -
[92] - Quote
Added 1 low slot to Amarr Medium and Basic dropsuits, no change in PG/CPU for now.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 06:47:00 -
[93] - Quote
The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too.
The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both |
The Eristic
Dust 90210
465
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Posted - 2014.06.11 06:48:00 -
[94] - Quote
That's a good start. Please consider 2-5 for proto Amarr Assault, rather than 3-4, though. Need to be able to slam that armor and/or still have room for a rep. Much like the issue with Gal vs Amarr Scout, having the same slot layout as proto Gal Assault puts the Gal at advantage for bricking, trading only a minimal loss in HP for higher base speed + built-in reps.
Also, the Amarr Starter/Mil fit doesn't need two highs!
Reality is the original Rorschach.
Verily! So much for all that.
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The Eristic
Dust 90210
465
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Posted - 2014.06.11 06:59:00 -
[95] - Quote
DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both
I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
Reality is the original Rorschach.
Verily! So much for all that.
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CCP Rattati
C C P C C P Alliance
2463
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Posted - 2014.06.11 07:02:00 -
[96] - Quote
Added some base buffs for the Small Blaster, right now it has half the ROF of the HMG, while keeping the current damage, making up for a hefty boost in damage against infantry. We will also be changing the reticule to match the HMG reticule as well as increasing the dispersion as done for the Large Blaster.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2463
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Posted - 2014.06.11 07:02:00 -
[97] - Quote
double post
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Strker Remorse
OSG Planetary Operations Covert Intervention
16
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Posted - 2014.06.11 08:15:00 -
[98] - 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
I know that everyone hates snipers including CCP, and it is apparently verboten to actually do any investigation or fixes to sniper rifles, but I'm going to say it anyway.
It's time to buff sniper rifles. (The Thales is just fine)
More range better long range resolution more dps move back to 1 shot 1 kill fix the hitbox better scope magnification
any discussion of redline snipers doesn't belong here. that is a different game mechanic.
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 08:56:00 -
[99] - Quote
The Eristic wrote:DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
im sorry. i didnt make it very clear at all. i meant to have them boost a weapons favored damage type.
but keep the current damage mods as well.
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michal freelander
DUST University Ivy League
1
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Posted - 2014.06.11 09:51:00 -
[100] - Quote
Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! |
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BL4CKST4R
warravens Final Resolution.
2770
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Posted - 2014.06.11 11:37:00 -
[101] - Quote
Strker Remorse wrote: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 I know that everyone hates snipers including CCP, and it is apparently verboten to actually do any investigation or fixes to sniper rifles, but I'm going to say it anyway. It's time to buff sniper rifles. (The Thales is just fine) More range better long range resolution more dps move back to 1 shot 1 kill fix the hitbox better scope magnification any discussion of redline snipers doesn't belong here. that is a different game mechanic.
Easy mode can't get any easier... how about you get all of this! BUT we reduce your range to 100-150M so if you wan't to snipe you are just as vulnerable as your targets. I.e ladders and ****.
supercalifragilisticexpialidocious
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CCP Rattati
C C P C C P Alliance
2491
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Posted - 2014.06.11 12:39:00 -
[102] - Quote
michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank!
It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Lucifalic
Seykal Expeditionary Group Minmatar Republic
456
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Posted - 2014.06.11 13:38:00 -
[103] - Quote
I'm an re user. The ability to throw the re, as very much exaggerated by re haters here, is absolutely necessary for av purposes. As it stands it takes 3 re plus flux to take a tank out.. Even militia.. And I have also had tank survive this. To get 3 re's on a tank one must have time to do so and the hope that the tank will not zoom off at warp speed ( in my opinion the real problem with tanks). They have 3 chances to hear the beep meaning if they don't they suck or playing with no volume which is not my fault. If I have to place the re as suggested here then it will become a useless av weapon as they WILL see me with their magical 3rd person onmi view.
This must be considered in this discussion. If they are to be placed to have a 1m range then. 3rd person view must be taken away from tanks
Here since Closed beta. Scout for life.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
186
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Posted - 2014.06.11 13:51:00 -
[104] - Quote
So I am to assume that Scanning & Tweaks on Scouts will be in Hotfix Charlie or Delta?
What I'm hearing from Appia Vibbia is some seriously cool stuff, and if I know when it'll be coming I could make a better decision on how to start training myself to skill into the Minmatar Scout.
I'm SO close to becoming a Logi, Heavy AND Scout... all that's left is Scout... but it's going to be a hell of a grind. Most of my skills are NOT geared toward it in the slightest.
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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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
186
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Posted - 2014.06.11 13:53:00 -
[105] - Quote
CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment.
Awesome, man. You'd think this would be on the "little things" list. I'm seriously impressed with what I am hearing.
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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Apothecary Za'ki
Biomass Positive
39
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Posted - 2014.06.11 14:47:00 -
[106] - 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
only issue i have is #6 yes to no vehicles in ambush is good(except maybe LAVs). dont give increased isk, its supposed to be risk vs reward since proto suits are massively OP vs even advanced suits
ps. give caldari standard commando +1 Lowslot
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Fox Gaden
Immortal Guides
3677
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Posted - 2014.06.11 15:41:00 -
[107] - Quote
CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
650
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Posted - 2014.06.11 15:48:00 -
[108] - Quote
if u remve vehicles for ambush can we get an expanded map version of ambush oms with vehicles? |
D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:12:00 -
[109] - 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
this one hot fix will probably fix 90% of the problems dust has had from 1.0. you sir. are a hero.
the only thing i think is missing, perhaps is a rebalance of minmatar shield stats, and recharrge rate.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:16:00 -
[110] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%??
this^^
OR give RE a greater throw distance, but delay the time to detonation by 4-5 seconds.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:17:00 -
[111] - Quote
Apothecary Za'ki wrote: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 only issue i have is #6 yes to no vehicles in ambush is good(except maybe LAVs). dont give increased isk, its supposed to be risk vs reward since proto suits are massively OP vs even advanced suits ps. give caldari standard commando +1 Lowslot
ADV and proto are virtually the same thing. Give more ISK. so new players can run adv, and stand a chance againt proto scrubs
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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CCP Rattati
C C P C C P Alliance
2501
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Posted - 2014.06.11 17:08:00 -
[112] - Quote
Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff.
But it's not christmas.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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bogeyman m
Krusual Covert Operators Minmatar Republic
258
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Posted - 2014.06.11 17:50:00 -
[113] - Quote
The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too. 3-5-7 sounds about right.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
258
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Posted - 2014.06.11 17:54:00 -
[114] - Quote
DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both
Armour only and shield only damage mods sound interesting... You could whichever was needed to balance/correct the damage profile of your weapon of choice without it automatically becoming OP.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
258
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Posted - 2014.06.11 18:01:00 -
[115] - Quote
The Eristic wrote:DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+Žtre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
To compensate for a weapon's inadequacy by adding an armour-only and/or shield-only damage mod, the player would use a high-slot (or two) that might have previously gone to something else. I like this idea because it forces more either-or choices and, as such, adds more variety to the game.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
258
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Posted - 2014.06.11 18:03:00 -
[116] - Quote
michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! THIS^
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
260
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Posted - 2014.06.11 18:10:00 -
[117] - Quote
CCP Rattati wrote:Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that. I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff. But it's not christmas.
Winter is coming.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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The-Errorist
SVER True Blood
749
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Posted - 2014.06.11 18:14:00 -
[118] - Quote
Rebalance vehicle armor plate movement penalties because right now 60mm compared to 120mm armor plates speed penalties don't make sense.
Also Rebalance 60mm armor plate HP, so that it has a consistent HP increase like they do for 120mm plates and infantry armor plates.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Dauth Jenkins
Ultramarine Corp Covert Intervention
545
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Posted - 2014.06.11 18:43:00 -
[119] - Quote
duster 35000 wrote: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, Repairers 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 The assault dropships need a slight hp buff as av is almost fixed and forges wreck dropships, the incubus needs a pg buff, so it can properly use heavy reps without staying with 2.3k armor, as light reps should be for lavs. Just my opinion. Shields Slight hp buff, as like eve caldari have same shield as caldari have armor, or close to it, as armor has shields over armor, or just, reduce base shield delay for caldari and minmatar suits, then buff shield regs by at least 70%, reduce cpu cost of energizers and rechargers, buff bonus to shield regen slightly, buff cal assault regen rate to be higher then cal heavy.
What! Incubus also already get in innate reduction to swarm damage! With a heavy rep swarms barely shake it.
-Sincerely
--The Dual Swarm Commando
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Jadd Hatchen
The Phoenix Federation
570
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Posted - 2014.06.11 18:52:00 -
[120] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%??
NO and HELL NO!
Look your inability to PREDICT that a multi-ton tank HAS to go through a pass to reach a target is YOUR problem. Use that brain of yours to predict where the tank driver will have to drive their tank and then setup a TRAP of RE's etc there. That is how they are meant to be used. You lay the RE's then you have to wait. It's like a sniper that sets up in a sniping roost. They get set and have to wait for the targets to come by their spot. You don't see snipers saying that they should be able to shoot around corners do you?
You need to learn how to use the RE's properly and the fact that you don't see this is why they are so broken at the moment. And it if was only 2 meters, I wouldn't be decrying this so harshly, but as the saying goes, give them an inch and they will take a mile. In this case a 2 meter toss means I can use the terrain, other toons, vehicles, walls, stairs, etc to bounce the damned things off of and have them slide and additional 20 meters.
Oh and as for needing so many RE's to kill a tank, I agree that they don't have enough "bang" and could use a boost in damage, but not until they stop being throwable. |
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