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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
ACT1ON BASTARD
Amarr Templars Amarr Empire
25
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Posted - 2014.07.12 06:23:00 -
[1] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity What is the pilot stacking bug?
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ACT1ON BASTARD
Amarr Templars Amarr Empire
25
|
Posted - 2014.07.12 06:31:00 -
[2] - Quote
CCP Rattati wrote:All,
After crowdsourcing, data crunching, reviewing internally and discussing with the CPM, we are ready with a non-finite list for Hotfix Charlie. As always, this is the narrative and any, all or none of the ideas may end up being implemented.
Hotfix Charlie * Primary Objective Assault buff, we are looking at a HP increase, slight changes in slot layout and improved PG/CPU, slot based approach. Possibly improve Light Weapon fitting bonus. Possibly a slight speed increase.
* A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI range reduction, reduction of granted WP for destruction.
* Blaster turret accuracy improvements, both Small and Large
* Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Minmatar will be improved by a Codebreaker fitting reduction, possibly KinCats as well. Possibly moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Reduced small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
* WP for injectors, STD/ADV/PRO 25/50/75 WP
* Reactive Plates to 1-2-3 hp/s
* OB WP doubled
* LP payout increased x-fold
* Remove Ambush OMS or remove Vehicles from Ambush OMS
* Reduced ADS ISK price
Still under tech evaluation * Disabling passive Scan sharing with squads * Suicide/Bleedout/Overview option properly enforces that revival is not possible * We have identified almost all the suits that have the wrong colors and are trying to get those fixed. * Reduce ISK cost of early skillbooks for new players or free
Bugs/issues that need Client update Pilot stacking bug Unfair fall damage calculation Unfair War points and distribution from OB kills Directional arrow for enemies on minimap bug
Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity Can you fix the small railgun hit detection it rarely ever registers, and please leave the amaar logi alone its not even op.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.14 16:50:00 -
[3] - Quote
RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
|
Posted - 2014.07.14 17:01:00 -
[4] - Quote
RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then, a dead guy has no overview of the battle, he has no clue when he needs to ask for help, you guys are just to impatient to wait for a revive/to much invested with your ego's on KDR (in a unbalanced game )/... If that even happends, I want to choose on which guy my repper lock on, which guy my hives work for, which guy can spawn on my uplink . I meant when you press cancel you shouldnt be revived. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
|
Posted - 2014.07.14 17:04:00 -
[5] - Quote
ACT1ON BASTARD wrote:RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then, a dead guy has no overview of the battle, he has no clue when he needs to ask for help, you guys are just to impatient to wait for a revive/to much invested with your ego's on KDR (in a unbalanced game )/... If that even happends, I want to choose on which guy my repper lock on, which guy my hives work for, which guy can spawn on my uplink . I meant when you press cancel you shouldnt be revived. Sometimes ill get killed by a tank and im about to come in with a forge and a militia guy with a needle will revive me over and over Right in front of the tank or some enemies, its annoying as hell, you do want this fixed right? |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.16 21:21:00 -
[6] - Quote
CCP Rattati wrote:The-Errorist wrote:Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same) take a look at the slot layout thread - stickied So are we keeping the amaar logi sidearm? |
ACT1ON BASTARD
Amarr Templars Amarr Empire
29
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Posted - 2014.07.20 21:04:00 -
[7] - Quote
el OPERATOR wrote:I've been actively following this thread, tho too busy to post until now. And it looks my major issue (Logi adjustments/loss of sidearm) has been removed for now. GOOD.
Now, my observation on buffing assaults: I hate to say it and I know theres a going to be a large group of players who'll object and CPM members who will protest profusely but the best buff to combat balance is unfortunately a nerf to scouts. Scouts need to lose their 2nd equipment slot AND their pg/cpu allotted for it. Scouts' ability to move (walk/strafe/turn) considerably faster than the other suits WHILE tanking 600 hp AND w/ a cloak being invisible to sight AND scan AND carry an additional payload of re's, links, or hives AND (!!) a light weapon+sidearm is what has tipped the scales to almost no assaults suits being used.
Buff the assaults, slight uptick to speed,ehp, bonuses, whatever. But drop that 2nd equipment slot and the relative cpu/pg from the scouts!
And leave vehicles in ambush. Limits are already in place, and PC is full of vehicles. Besides, if we can get game modes that exclude vehicles why tf don't we already have a game mode that excludes PROTO???
just my real quick .02isk while I had a moment. Opinion admittedly a little biased, logi since open-beta and primarily PC focused for the last several months. Yes i never understood why they gave them an extra equipment. You should have to choose either cloak or res, not both. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
36
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Posted - 2014.07.27 08:16:00 -
[8] - Quote
OP FOTM wrote:Ghost Kaisar wrote:Stay away from my suit OP FOTM
I've never been FOTM, and I don't want to be that way.
Viable =/= OP So you're saying you don't want enough PG to actually be able to put proto equipment and modules on every slot? You DO realize the other scouts CAN right? And you CAN'T? If heavies are getting nerfed so they cant fit all proto it would make sense that certain scouts recieve that nerf too. |
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