Logan-Hunt
The Southern Legion Final Resolution.
3
|
Posted - 2014.06.21 04:14:00 -
[1] - Quote
I am really happy with the changes, I guess you guys are putting a nice effort in making these changes as nice as people need. But there are a few things that I've seem to be missing or incorrect on these changes.
First is that Militia Rail Rifle has not been included in the Militia Gear. Secondly is that the changes made to the PG/CPU of the Basic Heavy is not really clear, I use an ADV Basic Amarr Heavy with an ADV Forge Gun, but the PG/CPU seems to be the same as before. Did you just upgraded the PG/CPU only to STD or did you still missed those changes as the Militia Rail Rifle?
A few more things to have in consideration is that you still miss to create the Militia Heavy Machine Gun and the Militia Side Arms, because we only have two. Other thing to have in mind is to nerf the damage made by the Shotgun, a Scout is not supposed to be toe-to-toe with a Heavy, and they easily kill any Heavy with 3-4 shots while the Heavy is unable to turn fast enough to start shooting. When you hear the first shot, you start turning around, the second shot is received when you are middle way to face the Scout, Third Shot when you finally have it in front and you can start shooting (if of course, you survive the third shot), they just jump and shoot the final hit without taking damage. I have played with both Heavy and Scout and the damage is ridiculously high for Scouts with Shotgun.
Beside that, both Hotfixes were great, keep the good work. |
Logan-Hunt
The Southern Legion Final Resolution.
3
|
Posted - 2014.06.21 23:58:00 -
[2] - Quote
Greiv Rabbah wrote:
Militia rail rifle was a known issue. I may have misread but I thought heavy changes were bottom tier(militia or basic) Heavy machine gun and sidearms werent missed in the light weapon militia wave because well... They aren't light weapons. Damage dispersion with shotgun should overall be well understood by now. The hmg style reticule should make it simple: if part of the enemy is in the reticule when the burst unloads, you'll take damage from the plasma that splashed you. A shotgun once met and faced is only a major threat if you don't know how to dodge(partial shotgun hits aren't a big threat to anybody.) Excessive turning speed on heavies was fixed in 1.5 shotguns are now a galscout assassination weapon as intended. A scout, in an assassination context, is most definitely supposed to go toe to toe with a heavy. No issue present. Right now to take on a heavy, i have to put my rifle away, sneak up, and get as much damage as I can packed into a second using specialized weapons(knives, re, fist, shotgun, PLC, scp) but if I try to face in a direct confrontation... I'm toast. That's balance I think.
No, it did not specified about what tier would receive the increased PG/CPU, that is the reason of my question "Finally, we fixed an issue with Basic Heavy Dropsuit PG/CPU being too low, and added low slots to the Amarr Assault and Basic Medium Dropsuits."
I know HMG and Side Arms were not missing from the light weapon militia wave. well... probably that is why I did not mention that they were missing in the patch. "A few more things to have in consideration is that you still miss to create the Militia Heavy Machine Gun and the Militia Side Arms". About a Heavy dodging a shotgun, I would love to see you dodging a shotgun hit when the shotgun is already pressed on your back. |