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Thread Statistics | Show CCP posts - 43 post(s) |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
284
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Posted - 2014.07.09 20:33:00 -
[61] - Quote
I think the changes are ok as the less equipment carried the more logi becomes slayer. Cloaks are for scouts. Assaults have sidearms
Idea Devs to keep logi from using cpu and pg for not equipping slots have a base cpu and pg automatically deduct from unused equipment slots so no more slayer logi. |
RKKR
The Southern Legion Final Resolution.
931
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Posted - 2014.07.09 20:33:00 -
[62] - Quote
Iron Wolf Saber wrote:Jadd Hatchen wrote:
Wait? What? So you can't just do a simple check whenever the owner of deployed equipment (and also vehicles for when piloting dropsuits arrive) to check if they are still in the proper suit for which the bonus applies when they either change into a new suit or respawn into a new suit?
So right now you are making the check for bonuses applied to equipment/vehicles/weapons when the equipment is created/deployed/used and then undoing it the instant that they die? Why not instead do the initial check when first created and then only check again if the toon either changes suits or respawns into a different suit. If they respawn into the same suit, with same bonuses, then keep them running. This would mainly apply to the Amarr and Caldari as their bonuses apply to deployed equipment.
But I do understand not wanting to let the bonuses stay if the player ends up switching out of the logi armor... Just seems odd that you are doing the logic checking at the wrong times is all.
As an omni-soldier I have abused a supply depot quite often going from logi; to scout; to marksman to assault; to sentinel to keep the supply depot alive and in my control an entire match taking on odds that normally a specialized squad would need to cover all aspects. You have no idea how easily abusable this starts to become the more people start exploring other roles. The solution to the problem I am afraid seems like something that will take a client patch to implement. (Fit ID matching or some other magic trick) I understand the nature of the bonus peeves quite a few players off and even in the more competitive scenes they're forced to stay away from battle to provide the best benefits needed; but player meta has made a mess of things as usual and its hard to adapt around into the desired results.
or CCP should have listened to the original feedback thread on logis on the 1.8 (or was it 1.7?) update.
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CCP Rattati
C C P C C P Alliance
3706
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Posted - 2014.07.09 20:34:00 -
[63] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
People who skilled into Caldari scout did so for the precision bonus, and not the range, for me personally it was the deciding factor; a lot of people will feel like your proposed changes invalidates their decision. On top of that, the Amarr scout has nough low slots to stack a ton of dampeners, giving the Amarr scout both precision AND dampening capacity could make them too strong. I propose allowing Caldari keep precision, and Amarr gain range (5% per level).Logi changes: feels like pointless nerfs are happening without looking at the real issues. There is no reason for the sidearm/equipment changes. Many Amarr logis have invested heavily into sidearms, this change could render a lot of their spent SP wasted.
Why does the Amarr logi have less module slots at proto than other logis? Other logis have 8 or 9 (Caldari) module slots at proto, while the Amarr proto logi has only 7 module slots. I'm fine with Amarr logi sacrificing an equipment slot (which it does) to gain that sidearm, OR I'm fine with it sacrificing a module slot to gain that sidearm, but it shouldn't sacrifice both these things. You already determined that the Amarr assault having less modules than the others was incorrect, why is it ok for the Amarr logi to have less slots at proto? At proto, Amarr should either gain a module slot (without the cost of losing the sidearm, explained why earlier).
Logi slot progression in general is crazy. Gallente starts with only 2 modules at standard, Caldari starts with 3, and Amarr and Minmatar starts with with 4; there is no clear reasoning or discernible tradeoff to justify the inconsistency. At advanced, both Minmatar and Amarr logis have 6 module slots, while other logis have only 5. At proto the Amarr logi has 7 module slots, most have 8, and for SOME REASON the Caldari has 9; the Caldari should have 8, but gain an equipment slot.
Removing the cloak bonus seems pointless to me, its not creating a balance issue, and needs to more variety of the battlefield when scouts aren't the only users of cloaks.
Other than that, I guess its good I would suggest reviewing the racial bonuses for the assaults. Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons. The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR. So yeah, magazine increase bonuses have proven useful already, you should use them for the Caldari and Gallente assaults.
Please read #42.
Also, we plan to revisit slots on necessity. Assault is the first to receive such a thorough review.
I frankly don't care about the cloaked logis, it's just silly that Logi's would get a higher bonus than scouts, it is definitely unintended and is getting fixed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11291
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Posted - 2014.07.09 20:35:00 -
[64] - Quote
RKKR wrote:KAGEHOSHI Horned Wolf wrote:for SOME REASON the Caldari has 9; the Caldari should have 8, but gain an equipment slot.
That reason is to fit a CPU-mod...if you want to run a decent fitting...especially with 4 equipment slots. But it doesn't have 4 equipment slots, it only has 3 at proto. Any design that relies on making you need PG/CPU mods to fit a suit properly is a bad one. Reduce modules to 8, raise equipment to 4, and review/revise the PG/CPU if needed.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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CCP Rattati
C C P C C P Alliance
3706
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Posted - 2014.07.09 20:35:00 -
[65] - Quote
Luther Mandrix wrote:I think the changes are ok as the less equipment carried the more logi becomes slayer. Cloaks are for scouts. Assaults have sidearms
Idea Devs to keep logi from using cpu and pg for not equipping slots have a base cpu and pg automatically deduct from unused equipment slots so no more slayer logi.
We will rather reduce logi PG/CPU and raise the equipment fitting bonus to encourage. We discussed making equipment slots mandatory for logis but it's too harsh.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
284
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Posted - 2014.07.09 20:37:00 -
[66] - Quote
Thank you for caring about our game CCP Rattati |
Mauren NOON
The Exemplars Top Men.
358
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Posted - 2014.07.09 20:39:00 -
[67] - Quote
My thing is I see the amarr logi as the combat logi, with uplinks..but if you take the sidearm away and make it slower...what's the point?the uplink bonus won't be that useful if you can't protect yourself and get to an uplink location fairly quickly?
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11291
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Posted - 2014.07.09 20:39:00 -
[68] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
People who skilled into Caldari scout did so for the precision bonus, and not the range, for me personally it was the deciding factor; a lot of people will feel like your proposed changes invalidates their decision. On top of that, the Amarr scout has nough low slots to stack a ton of dampeners, giving the Amarr scout both precision AND dampening capacity could make them too strong. I propose allowing Caldari keep precision, and Amarr gain range (5% per level).Logi changes: feels like pointless nerfs are happening without looking at the real issues. There is no reason for the sidearm/equipment changes. Many Amarr logis have invested heavily into sidearms, this change could render a lot of their spent SP wasted.
Why does the Amarr logi have less module slots at proto than other logis? Other logis have 8 or 9 (Caldari) module slots at proto, while the Amarr proto logi has only 7 module slots. I'm fine with Amarr logi sacrificing an equipment slot (which it does) to gain that sidearm, OR I'm fine with it sacrificing a module slot to gain that sidearm, but it shouldn't sacrifice both these things. You already determined that the Amarr assault having less modules than the others was incorrect, why is it ok for the Amarr logi to have less slots at proto? At proto, Amarr should either gain a module slot (without the cost of losing the sidearm, explained why earlier).
Logi slot progression in general is crazy. Gallente starts with only 2 modules at standard, Caldari starts with 3, and Amarr and Minmatar starts with with 4; there is no clear reasoning or discernible tradeoff to justify the inconsistency. At advanced, both Minmatar and Amarr logis have 6 module slots, while other logis have only 5. At proto the Amarr logi has 7 module slots, most have 8, and for SOME REASON the Caldari has 9; the Caldari should have 8, but gain an equipment slot.
Removing the cloak bonus seems pointless to me, its not creating a balance issue, and needs to more variety of the battlefield when scouts aren't the only users of cloaks.
Other than that, I guess its good I would suggest reviewing the racial bonuses for the assaults. Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons. The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR. So yeah, magazine increase bonuses have proven useful already, you should use them for the Caldari and Gallente assaults. Please read #42. Also, we plan to revisit slots on necessity. Assault is the first to receive such a thorough review. I frankly don't care about the cloaked logis, it's just silly that Logi's would get a higher bonus than scouts, it is definitely unintended and is getting fixed. I'm now confused. The logi bonus is 5% per level fitting cost reduction, yet the scout is 15% per level. Are you sure the logi's cloak fitting thing is actually higher? I have both proto scout and a proto logi, and I don't think its the case, I could be wrong, but you should double check.
Also, I'm really happy about the ADS price cut (as with many things on the list), no playstyle should be financially unsustainable.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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The dark cloud
The Rainbow Effect
3473
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Posted - 2014.07.09 20:41:00 -
[69] - Quote
Do not remove skill stacking on dropships. Its rewarding teamplay and not the "solo ads" scrubbing. And i do like to fly like a oldschool pilot working with my team. |
Thokk Nightshade
KNIGHTZ OF THE ROUND
448
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Posted - 2014.07.09 20:42:00 -
[70] - Quote
CCP Rattati wrote:All,
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
*
Does this mean the Cal Logi is going to get 4 equipment slots now?
Thokk Kill. Thokk Crush. Thokk Smash.
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
284
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Posted - 2014.07.09 20:42:00 -
[71] - Quote
Side project CCP Rattati can someone update faction packs to include the new faction items ,I would buy more of them if you did. These are in the playstation Store |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11291
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Posted - 2014.07.09 20:43:00 -
[72] - Quote
The dark cloud wrote:Do not remove skill stacking on dropships. Its rewarding teamplay and not the "solo ads" scrubbing. And i do like to fly like a oldschool pilot working with my team. Just being in a dropship with someone else hardly qualifies as teamwork, also the effects of this "teamwork" creates balance issues.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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CCP Rattati
C C P C C P Alliance
3710
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Posted - 2014.07.09 20:43:00 -
[73] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
People who skilled into Caldari scout did so for the precision bonus, and not the range, for me personally it was the deciding factor; a lot of people will feel like your proposed changes invalidates their decision. On top of that, the Amarr scout has nough low slots to stack a ton of dampeners, giving the Amarr scout both precision AND dampening capacity could make them too strong. I propose allowing Caldari keep precision, and Amarr gain range (5% per level).Logi changes: feels like pointless nerfs are happening without looking at the real issues. There is no reason for the sidearm/equipment changes. Many Amarr logis have invested heavily into sidearms, this change could render a lot of their spent SP wasted.
Why does the Amarr logi have less module slots at proto than other logis? Other logis have 8 or 9 (Caldari) module slots at proto, while the Amarr proto logi has only 7 module slots. I'm fine with Amarr logi sacrificing an equipment slot (which it does) to gain that sidearm, OR I'm fine with it sacrificing a module slot to gain that sidearm, but it shouldn't sacrifice both these things. You already determined that the Amarr assault having less modules than the others was incorrect, why is it ok for the Amarr logi to have less slots at proto? At proto, Amarr should either gain a module slot (without the cost of losing the sidearm, explained why earlier).
Logi slot progression in general is crazy. Gallente starts with only 2 modules at standard, Caldari starts with 3, and Amarr and Minmatar starts with with 4; there is no clear reasoning or discernible tradeoff to justify the inconsistency. At advanced, both Minmatar and Amarr logis have 6 module slots, while other logis have only 5. At proto the Amarr logi has 7 module slots, most have 8, and for SOME REASON the Caldari has 9; the Caldari should have 8, but gain an equipment slot.
Removing the cloak bonus seems pointless to me, its not creating a balance issue, and needs to more variety of the battlefield when scouts aren't the only users of cloaks.
Other than that, I guess its good I would suggest reviewing the racial bonuses for the assaults. Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons. The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR. So yeah, magazine increase bonuses have proven useful already, you should use them for the Caldari and Gallente assaults. Please read #42. Also, we plan to revisit slots on necessity. Assault is the first to receive such a thorough review. I frankly don't care about the cloaked logis, it's just silly that Logi's would get a higher bonus than scouts, it is definitely unintended and is getting fixed. I'm now confused. The logi bonus is 5% per level fitting cost reduction, yet the scout is 15% per level. Are you sure the logi's cloak fitting thing is actually higher? I have both proto scout and a proto logi, and I don't think its the case, I could be wrong, but you should double check. Also, I'm really happy about the ADS price cut (as with many things on the list), no playstyle should be financially unsustainable.
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The dark cloud
The Rainbow Effect
3473
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Posted - 2014.07.09 20:43:00 -
[74] - Quote
And where is the shield reptool? Or just add a low amount of shield rechargte on existing reptools. |
Thokk Nightshade
KNIGHTZ OF THE ROUND
448
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Posted - 2014.07.09 20:44:00 -
[75] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
People who skilled into Caldari scout did so for the precision bonus, and not the range, for me personally it was the deciding factor; a lot of people will feel like your proposed changes invalidates their decision. On top of that, the Amarr scout has nough low slots to stack a ton of dampeners, giving the Amarr scout both precision AND dampening capacity could make them too strong. I propose allowing Caldari keep precision, and Amarr gain range (5% per level).Logi changes: feels like pointless nerfs are happening without looking at the real issues. There is no reason for the sidearm/equipment changes. Many Amarr logis have invested heavily into sidearms, this change could render a lot of their spent SP wasted.
Why does the Amarr logi have less module slots at proto than other logis? Other logis have 8 or 9 (Caldari) module slots at proto, while the Amarr proto logi has only 7 module slots. I'm fine with Amarr logi sacrificing an equipment slot (which it does) to gain that sidearm, OR I'm fine with it sacrificing a module slot to gain that sidearm, but it shouldn't sacrifice both these things. You already determined that the Amarr assault having less modules than the others was incorrect, why is it ok for the Amarr logi to have less slots at proto? At proto, Amarr should either gain a module slot (without the cost of losing the sidearm, explained why earlier).
Logi slot progression in general is crazy. Gallente starts with only 2 modules at standard, Caldari starts with 3, and Amarr and Minmatar starts with with 4; there is no clear reasoning or discernible tradeoff to justify the inconsistency. At advanced, both Minmatar and Amarr logis have 6 module slots, while other logis have only 5. At proto the Amarr logi has 7 module slots, most have 8, and for SOME REASON the Caldari has 9; the Caldari should have 8, but gain an equipment slot.
Removing the cloak bonus seems pointless to me, its not creating a balance issue, and needs to more variety of the battlefield when scouts aren't the only users of cloaks.
Other than that, I guess its good I would suggest reviewing the racial bonuses for the assaults. Both the Amarr and Minmatar assaults have good bonuses; allows them to keep shooting longer before stopping from overheat/magazine-depletion. I would suggest giving the Gallente and Caldari assault magazine size bonuses to their racial weapons. The Caldari assault reload bonus is pretty crappy considering the Caldari commando gets the same reload bonus in addition to a damage bonus. I have a Gallente assault level 5 alt account, and I find the Gallente assault bonus almost unnoticeable on my AR. So yeah, magazine increase bonuses have proven useful already, you should use them for the Caldari and Gallente assaults. Please read #42. Also, we plan to revisit slots on necessity. Assault is the first to receive such a thorough review. I frankly don't care about the cloaked logis, it's just silly that Logi's would get a higher bonus than scouts, it is definitely unintended and is getting fixed. I'm now confused. The logi bonus is 5% per level fitting cost reduction, yet the scout is 15% per level. Are you sure the logi's cloak fitting thing is actually higher? I have both proto scout and a proto logi, and I don't think its the case, I could be wrong, but you should double check. Also, I'm really happy about the ADS price cut (as with many things on the list), no playstyle should be financially unsustainable.
Caldari Logi only has 2 equipment slots at Standard, 3 at Advanced, unless that was changed in an update that I never saw. That is the ONLY reason I run Adv. suit vs Standard (the extra equip slot) and have been doing so since open beta and release
Thokk Kill. Thokk Crush. Thokk Smash.
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ratamaq doc
Onslaught Inc RISE of LEGION
711
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Posted - 2014.07.09 20:44:00 -
[76] - Quote
Removing the A Logis sidearm?? Please no! Who is asking for this? This was the best part of this suit and the only reason I skilled it. What is it taking away from? Not the Amarr Assault. Everyone I've read has agreed forever that that except for the slot issue (which was fixed right?) the Amarr Assault was the only Assault that was working as intended (good bonus anyway).
Look, I have all 4 Logis, and play all but the Cal, that sidearm is the only reason to play that suit! I'll run a min for the speed and slot layout, or a Gal for the Tank, slot layout and bonus every time over the Amarr Logi, if not for that sidearm.
And why would you slow us down?? We already have Massive stamina disadvantages, our speed is required to keep us in support of our close surroundings.
Look, buff assaults please, they need it, but not at the expense of the Logis. Give the assaults weapon bonus that make since, give them some more speed and stamina if you thing the amount they have already isn't enough, but don't further nerf the Logis. Remember we took a Massive hit earlier this year with the loss of out rep bonus and nerf to equipment giving us bonuses that tried to lock us into specific roles. Most of us rightfully complained about that. I thought that was enough. Didn't that take us off the nerf bat radar? I don't see massive amounts of threads about the slayer Logis anymore, and I don't see them in game. Now all I see are these death balls of 3 Logis repping each other and 1 or 2 heavies.
I think the sad part here is that there isn't more uproar over this because all the old "slayer Logis" had the biggest mouths left for scout suits leaving the real Logis behind to quietly fend for themselves.
YouTube
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CCP Rattati
C C P C C P Alliance
3710
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Posted - 2014.07.09 20:44:00 -
[77] - Quote
Thokk Nightshade wrote:CCP Rattati wrote:All,
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
* Does this mean the Cal Logi is going to get 4 equipment slots now?
All equivalent tiers of all dropsuits will have the same number of total slots, and same sum of high and low slots.
"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
3710
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Posted - 2014.07.09 20:47:00 -
[78] - Quote
ratamaq doc wrote:Removing the A Logis sidearm?? Please no! Who is asking for this? This was the best part of this suit and the only reason I skilled it. What is it taking away from? Not the Amarr Assault. Everyone I've read has agreed forever that that except for the slot issue (which was fixed right?) the Amarr Assault was the only Assault that was working as intended (good bonus anyway).
Look, I have all 4 Logis, and play all but the Cal, that sidearm is the only reason to play that suit! I'll run a min for the speed and slot layout, or a Gal for the Tank, slot layout and bonus every time over the Amarr Logi, if not for that sidearm.
And why would you slow us down?? We already have Massive stamina disadvantages, our speed is required to keep us in support of our close surroundings.
Look, buff assaults please, they need it, but not at the expense of the Logis. Give the assaults weapon bonus that make since, give them some more speed and stamina if you thing the amount they have already isn't enough, but don't further nerf the Logis. Remember we took a Massive hit earlier this year with the loss of out rep bonus and nerf to equipment giving us bonuses that tried to lock us into specific roles. Most of us rightfully complained about that. I thought that was enough. Didn't that take us off the nerf bat radar? I don't see massive amounts of threads about the slayer Logis anymore, and I don't see them in game. Now all I see are these death balls of 3 Logis repping each other and 1 or 2 heavies.
I think the sad part here is that there isn't more uproar over this because all the old "slayer Logis" had the biggest mouths left for scout suits leaving the real Logis behind to quietly fend for themselves.
I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
829
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Posted - 2014.07.09 20:48:00 -
[79] - Quote
Dear Rattati... We have a chance to get the promised:
1. Delay before remote explosive activation? 2. Delay before shot after decloaking?
???????????????????????????????????????
Mindless parkour just infuriates!
Sorry for bad English =)
>>> Legion rdy! <<<
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1052
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Posted - 2014.07.09 20:48:00 -
[80] - Quote
CCP Rattati wrote:
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
I have been using my heavy of late again, this time focused on the HMG rather than the forge gun. And I have noticed quite a few heavies running around with light weapons.
I think adding a fitting bonus to heavy weapons, while reducing the CPU/PG as a whole (but keep in mind, if I use a light weapon, I should be light on tanking ability, but when I use the HMG or Forge, I should have numerous tanking options).
CCP Rattati wrote:
* A slight HMG heat buildup increase
As far as the HMG heat buildup increase, eh. I haven't overheated yet, so I don't know if a "slight" increase would cut it. I mean, as it stands now, I don't even come CLOSE to overheating as I mow people down.
Heavies though are certainly king atm, it's basically all I ever see, and I understand why now after using one. I always get INSANE KDR numbers when I run to kill infantry with it. Numbers like 24/4 with worthless blueberries on my side (worthless as in I RARELY see one as I mow the masses of red dots down)
PS And can I get some specifics on the minmatar scout knifing changes? This is something I absolutely LOVE to do, but often times it can be very map specific, not to mention next to impossible at times to make contact. What do you mean by hit detection? I saw that Logibro mentioned something about adhesion, which I think is desperately needed, but not like COD adhesion.
I find that often when I go to knife somebody (they usually DON'T notice me initially), if they move in the slightest (left or right relative to where I'm standing) when my knives go off I will miss completely, and it's can be very rough trying to track them to keep my knives on target (which seems to be DIRECTLY in front of me, if you are off by the slightest they miss, wider arc perhaps?).
A lot of times, if I miss that first knife, I find myself madly swinging at my target, as they easily dodge my every shot.
And damage seems rather good already. I've one shot a few heavies with a full charge. If you improve hit detection (whatever that may be), I would be hesitant on improving damage, as that alone (hit detection) makes a HUGE improvement to something I already feel is quite powerful.
Tanks - Balancing Turrets
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Zindorak
CaUsE-4-CoNcErN
63
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Posted - 2014.07.09 20:49:00 -
[81] - 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 review, reduction of granted WP for destruction.
* Blaster turret accuracy improvements
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow 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 moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Small rail range compared to sniper range
* Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
* 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 * 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 Im excited for this! High five Rattati *high fives*
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RKKR
The Southern Legion Final Resolution.
933
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Posted - 2014.07.09 20:50:00 -
[82] - Quote
CCP Rattati wrote:
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
Are you also aware that the logi-suit has less HP AND less speed/stamina than the assault suit? I thought more armor would slow you down? Yet the assault are possibly going to get a speed increasement? So can we drop the slowing down of logis also? Or at the minimum give the logis a waaaaay better stamina pool...god I miss the days of the Type-2 logi suit... |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
13
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Posted - 2014.07.09 20:50:00 -
[83] - Quote
More loyalty points, heck yea!!!
For the Federation and the Republic!!! (and sometimes the state but don't tell anyone )
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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P14GU3
The Southern Legion Final Resolution.
785
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Posted - 2014.07.09 20:52:00 -
[84] - Quote
CCP Rattati wrote: You could make that argument for all kinds of reasons, take away the side arm for one assault, or give one commando grenades. I don't like these kinds of inconsistencies as they are really hard to balance, and the reason for speccing into that suit is obfuscated instead of being easily compared and analysed
Read as: we at ccp have no clue how to balance properly, so we are breaking your character to make it easy for us...
I only play dust514ums now. It was always more fun than the actual game anyways.
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Iron Wolf Saber
Den of Swords
15830
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Posted - 2014.07.09 20:53:00 -
[85] - Quote
RKKR wrote:CCP Rattati wrote:
For some reason I had 25% versus 15% for scouts, thanks for the correction. We can drop the removal of the bonus to cloaks no problem.
Are you also aware that the logi-suit has less HP AND less speed/stamina than the assault suit? I thought more armor would slow you down? Yet the assault are possibly going to get a speed increasement? So can we drop the slowing down of logis also? Or at the minimum give the logis a waaaaay better stamina pool...god I miss the days of the Type-2 logi suit...
I can agree to a stamina buff. They do a bit running around with all the people screaming for someone to save them.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Iron Wolf Saber
Den of Swords
15830
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Posted - 2014.07.09 20:54:00 -
[86] - Quote
P14GU3 wrote:CCP Rattati wrote: You could make that argument for all kinds of reasons, take away the side arm for one assault, or give one commando grenades. I don't like these kinds of inconsistencies as they are really hard to balance, and the reason for speccing into that suit is obfuscated instead of being easily compared and analysed
Read as: we at ccp have no clue how to balance properly, so we are breaking your character to make it easy for us...
Can't make an omelet without a nanite cheese injector.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Appia Vibbia
Molon Labe. General Tso's Alliance
3194
|
Posted - 2014.07.09 20:55:00 -
[87] - 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.
Let's start here. Dear CCP Rattati, Hi, I'm a closed beta vet that has used slayer-logi fits since Chromosome. Versatility is the spice of life. Being able to pick and choose what you run and fit it the way you like is the best and most attractive quality of this game. Currently I can fit any of my Assaults suits with basically all the modules I'd like, with the exception of Complex Shield Energizers/Rechargers. But I really want to stress that even if you changed the slot layout to match Logistics (which I don't think is a good Idea) I still won't be using my Cal/Gal/Min Assault suits. The restriction set on them that their bonuses only apply to racial weapons makes me feel limited in capacity. A small amount of HP isn't going to make the difference if I want to play an armor tanked suit with an armor damaging weapon it will still benefit me to use a Logistic suit because I'll have near identical capabilities only I'll also have a bonus to use my Equipment.
I would very much like it if we changed the Assault bonuses from only affecting racial weapons to affecting all weapons.
You also bring up the idea of a "slight speed increase." I would just like to remind you that Minmatar Assaults are already faster than Amarr Scouts, any changes without also increase Scout speed by an equal amount will cause several problem I don't think you've taken into consideration.
What you've done by bringing in these Hotfix iterations have been great for the game as a whole, but on this point it would be much appreciated
Quote: * A slight HMG heat buildup increase
* Reduce Sentinel PG/CPU. Possibly a fitting bonus to Heavy Weapons.
* Installation buff, with a range and AI review, reduction of granted WP for destruction.
* Blaster turret accuracy improvements
* Modification of scout bonuses, with Amarr getting a precision bonus, a narrow 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 moving Codebreakers to High slot. PG increase.
* Nova Knife hit detection and damage improvement
* Small rail range compared to sniper range
These mostly sound good or at the very least acceptable until hard-numbers come out.
Quote: * Move all logistics to the same number of Equipment slots, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus.
* 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
So along with the Amarr Sidearm remove, the Caldari Logistics ck.0 will also be losing 1 Low Slot that it gained instead of a 5th equipment, correct? That seems like a dull choice, but I'm sure Cal and Amarr Logistics will scream enough so I don't have to.
But that WP values for injectors is just terrifying. How about 5/10/15 WP instead. That sounds a lot more reasonable for a support tool. Or even just using something like the WP reward system for Transport Assist. Either way Nanite Injectors CANNOT reward more WPs than Kills.
Quote: Still under tech evaluation * 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
[/quote] Very sad to see those issues that need client side updates, but at least we understand why they aren't being fixed.
Is the 'Black Eagle' Scout G/1-Series and the 'Quafe' Scout gk.0 also on the list for incorrect colors? Because they look so much worse since the move to Uprising 1.0.
Unless Nanite Injectors also come with a minimum percentage of Shields, I really hope you do not implement a change rewarding people for players being assholes without first making sure they can't revive people that don't want to be picked up.
Appia Vibbia for CPM1
Empress of Alts
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Regis Blackbird
DUST University Ivy League
325
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Posted - 2014.07.09 20:55:00 -
[88] - Quote
CCP Rattati wrote: * Modification of scout bonuses, with Amarr getting a precision bonus, a narrow strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
I'm curious about the proposed change above, as I always saw Caldari as the precision specialist. Can you explain the rationale behind it, especially since you mentioned the opposite in the Barbershop thread?:
CCP Rattati wrote:What do you feel about Amarr having the range, Gallente having dampeners, CA having precision and MM get better at hacking and running.
I am not too comfortable with giving the CA both range and precision supremacy, I believe you have to make a choice.
I'm not complaining, just curious. I agree that having both range and precision one one suite is not a good idea. If the change go ahead as proposed, will the Caldari range bonus go back to 5%?
A last note, does this mean the Amarr will not have 360 passive scans, or a weak 360 and a strong front scan?
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RKKR
The Southern Legion Final Resolution.
933
|
Posted - 2014.07.09 20:56:00 -
[89] - Quote
CCP Rattati wrote:
I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis.
Does your data also shows that people are using those logis as assault suits?
Does your data shows that those logi-suits get more kills than the scout-heavy suit?
Does your data of kills with a logo-suit approximate the amount of kills that you want the assault suit to make?
Does your data also shows that the scout/heavy suits outnumber the assault suit by a huge margin?
Yes it will make it worse...people use their amar logi as support combined with AV + a side-arm to protect themselves...gone are those days.
I have th efeelinf that your data doesn't justify these changes. |
Zatara Rought
General Tso's Alliance
3550
|
Posted - 2014.07.09 20:56:00 -
[90] - Quote
CCP Rattati wrote:
I'm sorry but our data shows that logis outnumber assaults by a huge margin. Nothing about this change will make logis worse at being logis.
Which speaks to the truth of assaults being poor, not necessarily logi's needing a speed nerf or any other nerf.
Candidate for CPM1 Go VOTE! Dust514.com
They call me Princess Zatata <3
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