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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Bradric Banewolf
D3ATH CARD
189
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Posted - 2014.07.11 16:37:00 -
[631] - Quote
Ion Pistol needs a looking over?! Felt like it was thrown together?! Seems fiercely inaccurate to me?! Thanks
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD
189
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Posted - 2014.07.11 16:59:00 -
[632] - Quote
Smart deploy.... isn't all that smart?! I'm sure directly in front of the firing heavy isn't considered smart.... just saying?!
"Anybody order chaos?"
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Thumb Green
The Valyrian Guard
1103
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Posted - 2014.07.11 17:50:00 -
[633] - Quote
* Remove Ambush OMS or remove Vehicles from Ambush OMS
Well you can't remove the one ambush mode that occasionally lasts longer than 5 minutes unless you're going to make changes to the regular mode, specifically increasing clone count. The only reason I am even willing to play ambush is the hope that we'll get a match that lasts longer than 5 minutes; hell most of the time you play ambush you spend more time finding a match & waiting in loading screens than you do actually playing a match.
Personally I think OMS should stay and I don't give a damn about whether or not vehicles are in it. What should be done is increase the clone count in both modes, at least to having 100 or more clones. When I sit down to play the game I want to play the game, not sit around waiting on finding a match and on loading screens.
Can't say I'm all that surprised.
I've been drinking and may be drunk.... probably like most dust players.
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
294
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Posted - 2014.07.11 17:50:00 -
[634] - Quote
Aran Abbas wrote:Hi Rattati,
If I fit 4 militia drop uplinks, I can only have one uplink active at a time, right? Should I not be able to have 4 active uplinks at the same time since I'm expending 4 slots? Maybe something to consider as part of the Amarr bonus, or all round?
Its never worked like that. The "Max Deployed" number for a piece of equipment is exactly that, you can only have that many of that particular item deployed, regardless of how many you are carrying.
Hit me up in game or on SA/IRC if you want coaching in how to properly spam equipment. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
524
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Posted - 2014.07.11 18:15:00 -
[635] - Quote
Hobo on Fire wrote:Aran Abbas wrote:Hi Rattati,
If I fit 4 militia drop uplinks, I can only have one uplink active at a time, right? Should I not be able to have 4 active uplinks at the same time since I'm expending 4 slots? Maybe something to consider as part of the Amarr bonus, or all round? Its never worked like that. The "Max Deployed" number for a piece of equipment is exactly that, you can only have that many of that particular item deployed, regardless of how many you are carrying. Hit me up in game or on SA/IRC if you want coaching in how to properly spam equipment. Would restocking equipment in a supply depot in any way aid spamming equipment, considering that there's a hard limit per type and changing suits restocks anyway?
Because it's quite obnoxious to have no direct restocking at a supply depot, when your fitting is a Commando with a compact nanohive. |
DeathwindRising
ROGUE RELICS
418
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Posted - 2014.07.11 19:00:00 -
[636] - Quote
I want useful, combat oriented, and unique bonuses for assaults. Fitting bonuses are dumb when every other suit class can fit your fitting without the bonus and still have CPU/pg left. That's not going to get anyone to play assault. We need game changing bonuses for assaults. |
CRNWLLC
Gangsta Gank
361
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Posted - 2014.07.11 19:00:00 -
[637] - Quote
For the most part these look like some pretty legit changes. My reservation is Ambush OMS + vehicles: please don't remove AOMS or vehicles therein! It's nice to have a slightly longer deathmatch version + vehicles, it adds variety. And while I understand and mostly agree with the impetus behind removing vehicles from standard Ambush matches, I have been in numerous Ambush matches where a tank or two on the losing side could have gone a long way toward preventing a stomp. |
Scheneighnay McBob
Cult of Gasai
5630
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Posted - 2014.07.11 19:01:00 -
[638] - Quote
I think you should keep vehicles in OMS, and see how they work with the turret buff.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Nirwanda Vaughns
426th Infantry
641
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Posted - 2014.07.11 19:32:00 -
[639] - Quote
With removal of Ambush OMS i would suggest making default Ambush 70 clones instead. i admit removal of Vehicles and the reduced amoutn of warbarge strikes by doubling the WP requirements will ensure ambush games last longer but a balance between ambush/OMS clone count to make it last a fair amount of time. many times i've seen ambush over n done with after 5mins.
ISK payout on Dom/Skirms also need increasing to make the extra time in games worth while. plenty of times i can get more isk in an ambush or at least equal to a domi match with less suits lost and in quicker time
Rolling with the punches
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Jammer JAMS
Dox You. Proficiency V.
33
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Posted - 2014.07.11 19:35:00 -
[640] - Quote
What about the broken tanks now you messed them right up. What is the point of skills into them if they skill do nothing. All you had to do was bring down damage a little now there junk. Rail is supposed to be long range. Blaster short range. Now you can't hit anything with either. You buffed forge guns and Swarms then reduced tank repairs when you spend 500,000 on a tank or more it should last. There should be passive and active buffs to tank and all vehicle modules. I have been playing this game since closed beta and I have seen tanks and every suit go yoyo up and down like a dirty shirt and I am getting tired of this. Do you ever test this stuff before deployment. Why do you listen to some person whine and change everything for them make this game the way it should be. Each suit vehicle and there types should have strengths and weakness but can be only used for that purpose.
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Ydubbs81 RND
Ahrendee Mercenaries
3217
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Posted - 2014.07.11 19:59:00 -
[641] - Quote
Why move the precision bonus to amarr? I mean, what does that accomplish?
Not to mention, an amarr scout can use precisions and still keep their tank. There should be a tradeoff. If you're going to give it to someone, give it to a suit where most of their tank is on the high slot side..like the minmatar.
Removed all hope with this post
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Dustbunny Durrr
ReD or DeaD
240
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Posted - 2014.07.11 20:57:00 -
[642] - Quote
Ydubbs81 RND wrote:Why move the precision bonus to amarr? I mean, what does that accomplish?
Not to mention, an amarr scout can use precisions and still keep their tank. There should be a tradeoff. If you're going to give it to someone, give it to a suit where most of their tank is on the high slot side..like the minmatar.
The amarr scout needs scanning range to make their bonus really worthwhile (otherwise its just 15M, which will detect nova knifers and shotgunners, and thats about it). And correct me if they've changed this, but unless they have, those are low slots, which will take away from the Alogi tank.
Thoughts? |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
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Posted - 2014.07.11 21:03:00 -
[643] - Quote
Ydubbs81 RND wrote:Why move the precision bonus to amarr? I mean, what does that accomplish?
Not to mention, an amarr scout can use precisions and still keep their tank. There should be a tradeoff. If you're going to give it to someone, give it to a suit where most of their tank is on the high slot side..like the minmatar. Because precision and range on Cal scouts was too strong. Amarr scouts had a terrible bonus.
Precision is good on Amarr because they can only fit 2 precision enhancers preventing their scans from being OP. Whilst they can fit armor with their precision mods they will be more effective capitalising on their scanning advantage by fitting range amps. Not to mention the ever important profile dampeners and kincats.
Range on Cal scouts is still a powerful bonus. It is true that they will probably be stacking shields but with all those highs they do have the option of precise scans if they are willing to commit lots of slots. I suspect some may take the bonus change badly since many will feel their role is changing from scout hunter to scanner which was not why they originally skilled into it. As I said before though, with 4 highs they can get quite good precision.
These changes also help Minmatar scouts who were marginalised in competitive environments by the OP Cal scans.
Hp stacking scouts is likely to always be a thing amongst some players. The main reason this is a problem is because assaults are poor in comparison. Hopefully the charlie assault changes will fix this and many "slayers" will migrate.
The important thing to remember is that this is a minor nerf to Cal scouts, who are currently the main culprit of FOTM slayer assault-scouts (after Gal scouts got a significant nerf in alpha). It is also a very small nerf to Gal scouts and a buff to Amarr scouts, who everybody agreed were poor in comparison to the others. However the Amarr scout bonus will not be as strong as the current Cal scout bonus and nowhere near as powerful as the pre-alpha Gal scout bonus. |
Ydubbs81 RND
Ahrendee Mercenaries
3222
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Posted - 2014.07.11 21:09:00 -
[644] - Quote
Varoth Drac wrote:Ydubbs81 RND wrote:Why move the precision bonus to amarr? I mean, what does that accomplish?
Not to mention, an amarr scout can use precisions and still keep their tank. There should be a tradeoff. If you're going to give it to someone, give it to a suit where most of their tank is on the high slot side..like the minmatar. Because precision and range on Cal scouts was too strong. Amarr scouts had a terrible bonus. Precision is good on Amarr because they can only fit 2 precision enhancers preventing their scans from being OP. Whilst they can fit armor with their precision mods they will be more effective capitalising on their scanning advantage by fitting range amps. Not to mention the ever important profile dampeners and kincats. Range on Cal scouts is still a powerful bonus. It is true that they will probably be stacking shields but with all those highs they do have the option of precise scans if they are willing to commit lots of slots. I suspect some may take the bonus change badly since many will feel their role is changing from scout hunter to scanner which was not why they originally skilled into it. As I said before though, with 4 highs they can get quite good precision. These changes also help Minmatar scouts who were marginalised in competitive environments by the OP Cal scans. Hp stacking scouts is likely to always be a thing amongst some players. The main reason this is a problem is because assaults are poor in comparison. Hopefully the charlie assault changes will fix this and many "slayers" will migrate. The important thing to remember is that this is a minor nerf to Cal scouts, who are currently the main culprit of FOTM slayer assault-scouts (after Gal scouts got a significant nerf in alpha). It is also a very small nerf to Gal scouts and a buff to Amarr scouts, who everybody agreed were poor in comparison to the others. However the Amarr scout bonus will not be as strong as the current Cal scout bonus and nowhere near as powerful as the pre-alpha Gal scout bonus.
You guys make it seem like the suits actually do the shooting lol. Why wouldn't the amarr suit be as strong as the cal scout suit after this bonus?
Also...the precision on amarr is horribad because you shouldnt' be able to use modules to enhance your bonus without giving up something. On Caldari, it's ideal because most of our tank comes from shields. So, it slows cal scouts from using enhancers because it makes the suit gimpy. An amarr gets most of its tank from low slots so they can stack double enhancers (which will be more than enough) and still have most of their health.
I remember the benefit from using a min logi suit before because you could stack damage mods and still stack armor to give you over 700hp of health. You shouldn't be able to do that...it should be a give and a take.
Removed all hope with this post
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bogeyman m
Minmatar Republic
331
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Posted - 2014.07.11 21:23:00 -
[645] - Quote
iKILLu osborne wrote:bogeyman m wrote:iKILLu osborne wrote:bogeyman m wrote:Jack McReady wrote:as long as I can use my minmatar logi for babysitting just like it do it now I dont care, my proto logi fit is:
4 proto shield extenders 3 basic ferroscale plates 1 proto armor repairer
proto smg proto nade
proro repair tool proto nanite injector proto nanohive proto gauged drop uplink
decent mix of durability and speed to follow my teammates around the map. full rack of proto equipment to babysit my teammembers along with an SMG and nades for self defense.
you already ruined my fast hacking minmatar logi and I will finally quit if you ruin this fit too. Just curious... Why a proto SMG rather than an Advanced 'longer ranged' rifle? cause he is repping meaning the person who killed his squad mate is already almost dead and smg rips through armor So does an ACR, and it's easier to fit. he probably don't want to skill into a fotm that will most likely suffer another nerf and it cost more(i believe) That's why I was asking (can't check a the moment)... I would have thought a proto SMG would cost more than an advanced ACR.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
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Posted - 2014.07.11 21:45:00 -
[646] - Quote
Ydubbs81 RND wrote:You guys make it seem like the suits actually do the shooting lol. Why wouldn't the amarr suit be as strong as the cal scout suit after this bonus?
Also...the precision on amarr is horribad because you shouldnt' be able to use modules to enhance your bonus without giving up something. On Caldari, it's ideal because most of our tank comes from shields. So, it slows cal scouts from using enhancers because it makes the suit gimpy. An amarr gets most of its tank from low slots so they can stack double enhancers (which will be more than enough) and still have most of their health.
I remember the benefit from using a min logi suit before because you could stack damage mods and still stack armor to give you over 700hp of health. You shouldn't be able to do that...it should be a give and a take. Well, the Amarr scout could fit all armor in lows but the point is that won't be as effective as fitting range amp or kincat or damps (or any combination). Even if they fit all armor mods, with two precision mods they will only have fitted 4 out of 6 slots with hp/reps which isn't going to be all that heavily tanked, not if you compare it to mediums with 7 hp mods, or even other scouts with all 6 hp mods. It's not unreasonable to expect scouts to fit some hp.
Another thing, how is an Amarr scout supposed to make use of their precision if they have all armor in lows. They only have a 30m scan range at max skills. Not enough speed to easily flank and get behind close to enemies. No damps means they will probably be scanned, making it easy for enemy scouts to avoid them, even if they did scan enemy scouts the advantage would be lost if the enemy scout also sees them on Tac-net. No range amps limits the scan radius significantly, making it predominantly useful for self defense but not much use defending your squad from low profile attacks.
They could run around shooting people across the map with a rifle, but after charlie you would be better off doing this with an assault. Arguably you'd be better off doing this with a current assault. |
Michael Epic
The Neutral Zone Psychotic Alliance
287
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Posted - 2014.07.11 21:45:00 -
[647] - Quote
The only problem I see with your list is the WP for getting an Orbital Bombardment.
The matches just don't last long enough...I feel like the Ambush matches clone amount should be doubled. Its much better since the removal of vehicles...that was long overdue and all of you CCP types are #bosses for doing that finally!
But the matches don't last long enough...currently, at 5,000wp an orbital for a squad of two guys...unrealistic. Three guys? Unlikely. Four guys? Struggling and 5 guys? Only if all the cards fall right and they're spamming the hell out of equipment.
I don't know what would be a fair for the WP requirement. I think 2500 is too low and 5000 is too high. Maybe like...4,000? But for 2 guys on a squad? Who knows.
Extend the pace of the matches by 5 minutes and that might work...idk, but otherwise EPIC list guys *applause* |
J0hlss0n
Molon Labe. General Tso's Alliance
166
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Posted - 2014.07.11 21:55:00 -
[648] - Quote
CCP Rattati wrote:
* Reduce Sentinel PG/CPU.
Well, as of now, a Min Sentinel built for speed, which is the Min way of doing things, are pretty maxed on PG, so I hope the PG cost will be lowered for the Kincats... I dont want to loose my speedy Min Heavy. =/
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trollface dot jpg
The Bacon Corporation
203
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Posted - 2014.07.11 22:15:00 -
[649] - Quote
Maybe..... give assaults a bonus to their tank modules?
Caldari - 3% increase in shield extender and recharger/energizer efficacy, 5% reduction to extender delay penalties.... etc.
RIP MAG, you will be missed.
MAG Vet ~ Raven
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JRleo jr
Xer Cloud Consortium
33
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Posted - 2014.07.11 22:26:00 -
[650] - Quote
Michael Epic wrote:The only problem I see with your list is the WP for getting an Orbital Bombardment.
The matches just don't last long enough...I feel like the Ambush matches clone amount should be doubled. http://i.imgur.com/fx1976x.jpg You said the magic word. |
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1299
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Posted - 2014.07.11 22:44:00 -
[651] - Quote
J0hlss0n wrote:CCP Rattati wrote:
* Reduce Sentinel PG/CPU.
Well, as of now, a Min Sentinel built for speed, which is the Min way of doing things, are pretty maxed on PG, so I hope the PG cost will be lowered for the Kincats... I dont want to loose my speedy Min Heavy. =/
We need to make sure CCP doesn't kill the ability to custom fit sentinels. Min speed heavies, Caldari full shield tank heavies etc.. There are many fringe fits that I worry we might lose the ability to create if CCP are not careful with how they handle any possible PG/CPU nerfs.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
294
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Posted - 2014.07.11 23:04:00 -
[652] - Quote
Sole Fenychs wrote:Hobo on Fire wrote:Aran Abbas wrote:Hi Rattati,
If I fit 4 militia drop uplinks, I can only have one uplink active at a time, right? Should I not be able to have 4 active uplinks at the same time since I'm expending 4 slots? Maybe something to consider as part of the Amarr bonus, or all round? Its never worked like that. The "Max Deployed" number for a piece of equipment is exactly that, you can only have that many of that particular item deployed, regardless of how many you are carrying. Hit me up in game or on SA/IRC if you want coaching in how to properly spam equipment. Would restocking equipment in a supply depot in any way aid spamming equipment, considering that there's a hard limit per type and changing suits restocks anyway? Because it's quite obnoxious to have no direct restocking at a supply depot, when your fitting is a Commando with a compact nanohive.
With the limit in place, I don't think it would be a problem. We can restock mines from supply depots (and even nanohives) so obviously it's within CCPs ability to restock equipment without directly accessing the depot.
I'm not sure if accessing the depot breaks the "connection" between suits and hives/uplinks for Amarr and Caldari Logis... if it does, players should absolutely be able to restock deployable equipment just by approaching the depot. If not, I don't see it as a huge priority, though it would be nice from a convenience standpoint.
Of course, I don't know how it works on the back end. Restocking from nanohives and restocking from depots might not be two separate things... we wouldn't want a situation where players could use nanohives to restock their nanohives in an infinite loop. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6253
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Posted - 2014.07.11 23:07:00 -
[653] - Quote
ZDub 303 wrote:I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
I don't think it's absolutely necessary that Logistics need that much diversity. It's a role and each race has it's specialization, some are better than others. Sure, flat-lining them does sound bad at first but overall it's what we've done with everything else (all Sentinels have a defensive bonus toward different intended weapon types, as an example) and I don't feel that Logistics deserve some kind of special treatment.
Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role?
I don't feel that saying that you have nothing to do when you're done dropping your nanohives/drop-uplinks is a good excuse to have an additional offensive option. All that tells me is that you're either doing a really good job of supporting your team or are doing a poor job of supporting your team because you don't want to use the options available for your intended role.
The entire premise of having combat capable Logi's just defies logic to me. I don't understand why it is so imperative that Logistics must be combat effective in order to be a viable choice on the battlefield when you can take the time to walk over to a supply depot and change out. I've asked this question to players on Skype and the answer was that "It takes too long"... Using that logic, why should I have to go to a supply depot to grab an AV fit when a tank enters the field and the battle circumstances change?
And sure, you can argue that if we give cross racial bonuses (although I never insinuated that all Logistics would get bonuses to all equipment) to the Logistics, players will naturally align to whichever one has the most EHP, but that's usually been the case with every suit and it's not isolated to just the Logistics. Cross racial bonuses benefit more toward a support role, which is what the Logistics is designed towards. That has no effect on how they balance out in the end and it's a largely separate issue. Different suits will be better at different things; some more than others.
As far as the sidearms and having two combat logistics? I hate the idea solely because I know for a fact that it's probably going to be used in the exact manner that you're using as an argument against cross racial bonuses. Players will align naturally to the most combat effective suit there is and tossing a sidearm arbitrarily on two of the Logistics because players have nothing else to do when they're done supporting their team seems like it's doing just that.
The only way I see that it could work is if those two 'combat Logis' sacrificed something in order to gain those sidearms and I don't think a single equipment slot on the Cal Logi is enough. It comes off as wanting the Logistics to be good at everything. The only reason it ever worked on the Amarr Logistics is because it's slower than the rest of the Logistics on top of having one less equipment slot. But again, I don't see how this benefits their chosen role in any way.
Useful Links
Aeon Amadi for CPM1
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Cat Merc
Onslaught Inc RISE of LEGION
10833
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Posted - 2014.07.11 23:34:00 -
[654] - Quote
J0hlss0n wrote:CCP Rattati wrote:
* Reduce Sentinel PG/CPU.
Well, as of now, a Min Sentinel built for speed, which is the Min way of doing things, are pretty maxed on PG, so I hope the PG cost will be lowered for the Kincats... I dont want to loose my speedy Min Heavy. =/ Down with speed sentinels! If it's even 1m/s away from Assault speeds, it's too much
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10833
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Posted - 2014.07.11 23:37:00 -
[655] - Quote
Aeon Amadi wrote:ZDub 303 wrote:I've been reading a lot of comments about cross racial bonuses. This isn't an inherently bad idea, but if we really want to do that, I think it would be best to go all out and make a type I and type II suit otherwise you're just falltening the diversity in all logi suits, and when that happens we revert back to early Uprising when logi suits did not have equipment based bonuses. The community finds the most combat capable suit and spams it ad naseum. I feel like that is a step back more than a step forward.
I don't think it's absolutely necessary that Logistics need that much diversity. It's a role and each race has it's specialization, some are better than others. Sure, flat-lining them does sound bad at first but overall it's what we've done with everything else (all Sentinels have a defensive bonus toward different intended weapon types, as an example) and I don't feel that Logistics deserve some kind of special treatment. Logistics are a support class, their entire role centralizes around supporting their team, so the inevitable question that I have toward all of this hoopla about the sidearms is: Why is the sidearm essential to the Logistics' role? I don't feel that saying that you have nothing to do when you're done dropping your nanohives/drop-uplinks is a good excuse to have an additional offensive option. All that tells me is that you're either doing a really good job of supporting your team or are doing a poor job of supporting your team because you don't want to use the options available for your intended role. The entire premise of having combat capable Logi's just defies logic to me. I don't understand why it is so imperative that Logistics must be combat effective in order to be a viable choice on the battlefield when you can take the time to walk over to a supply depot and change out. I've asked this question to players on Skype and the answer was that "It takes too long"... Using that logic, why should I have to go to a supply depot to grab an AV fit when a tank enters the field and the battle circumstances change? And sure, you can argue that if we give cross racial bonuses (although I never insinuated that all Logistics would get bonuses to all equipment) to the Logistics, players will naturally align to whichever one has the most EHP, but that's usually been the case with every suit and it's not isolated to just the Logistics. Cross racial bonuses benefit more toward a support role, which is what the Logistics is designed towards. That has no effect on how they balance out in the end and it's a largely separate issue. Different suits will be better at different things; some more than others. As far as the sidearms and having two combat logistics? I hate the idea solely because I know for a fact that it's probably going to be used in the exact manner that you're using as an argument against cross racial bonuses. Players will align naturally to the most combat effective suit there is and tossing a sidearm arbitrarily on two of the Logistics because players have nothing else to do when they're done supporting their team seems like it's doing just that. The only way I see that it could work is if those two 'combat Logis' sacrificed something in order to gain those sidearms and I don't think a single equipment slot on the Cal Logi is enough. It comes off as wanting the Logistics to be good at everything. The only reason it ever worked on the Amarr Logistics is because it's slower than the rest of the Logistics on top of having one less equipment slot. But again, I don't see how this benefits their chosen role in any way. Amarr also don't have an extra slot from Assaults. It's 3/4 on both, the Amarr is the only Logi with 7 slots. Caldari has 9.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10837
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Posted - 2014.07.11 23:43:00 -
[656] - Quote
Just before you give Assaults bonuses, think of this: Have much of a difference do Sentinel bonuses make?
How much of a difference do Logistics bonuses make?
How much of a difference do Scout bonuses make?
How much of a difference do Commando bonuses make?
If you answered with all of those "A lot", congratulations!
Now you see why I'm annoyed when people think that a 25% reduction to hip fire and recoil to my AR, which has no issues with that what so ever, is a good bonus?
Feline overlord of all humans - CAT MERC
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Doc DDD
TeamPlayers
201
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Posted - 2014.07.11 23:46:00 -
[657] - Quote
Base stats of amar suit are higher. Tradeoff. |
Centurion molokov
Comander's Capital
3
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Posted - 2014.07.12 00:03:00 -
[658] - Quote
Can you make SP just a LITTLE bit easier and faster to get? Its pretty bad for me as i don't grind much for skill points but have 1 million sp waiting to be transfered |
Doc DDD
TeamPlayers
201
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Posted - 2014.07.12 00:04:00 -
[659] - Quote
Min logi has 12 slots gal logi has 12 slots Cal logi has 12 slots amar logi has 10 slots plus sidearm plus higher base stats. |
Iron Toast
Tronhadar Free Guard Minmatar Republic
2
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Posted - 2014.07.12 00:10:00 -
[660] - Quote
Riptalis wrote:Need fix for vehicle collision damage!
I'd rather see this than the ISK reduction for ADS. Possibly add a cheaper training' ADS that had the same flight characteristics as the ADS, but no turrets and maybe even no extra seats. I'm a new ADS pilot and collisions are by far my biggest death cause. I can usually escape AV, but crashes trying to learn maneuvers are expensive and the ADS handling is sufficiently different from the other DS I have to practice using it. |
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