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Thread Statistics | Show CCP posts - 37 post(s) |
JRleo jr
Xer Cloud Consortium
57
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Posted - 2014.07.17 02:44:00 -
[1] - Quote
CCP Rattati wrote:Hi all, We want to have this formal discussion and get your input. We believe that the community has wanted to have some say on this issue for some time, and now that I am studying this data in detail, some things brush me the wrong way (or my OCD). Dropsuit Slot LayoutFirst table is Current, next table is proposed, and third tracks the difference in slots between the two. We don't need to do any changes to these layouts right now. However, with PG/CPU increases for the Assault class on the horizon, more based on a PG/CPU allotment per slot type, it would be the right timing to swap a high with a low in strategic places, or add missing slots. The new premise is a single matrix of racial high/low arrangements and then tactical choices of the other slots (EQ, SA, W, G). The proposed matrix is also intended to be more thematically in line with EVE Online racial slots. Amarr highest number of low slots Caldari highest number of high slots Gallente equal number of highs and lows, preferring lows Minmatar equal number of highs and lows, preferring highs Moving forward with few changes without changing the whole layout of every dropsuit is certainly on the table as well. The logi sidearm f.ex. There are other "anomalies" that I would love to discuss, such as STD and ADV logi racial differences. Of course if you see some errors, please let us know. Have at it and keep it civil and constructive! 1 thing I noticed needs changing Proto cal assault needs 5/3 and not 5/2 slots, and adv needs 4/2 not 4/1, as shield regs would be useless, atm you need to use 2 complex because the base delay is a tad too high.
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JRleo jr
Xer Cloud Consortium
57
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Posted - 2014.07.17 05:13:00 -
[2] - Quote
DeathwindRising wrote:Appia Nappia wrote:Cal suits are severely lacking CPU to fit high-slot modules. I like the slot layouts, i just hope they can having the fitting flexibility to actually use them all. we wont. without touching cpu. a 5/2 layout running 2 complex energizers 3 complex extenders 1 complex cpu mod 1 complex regulator proto RR proto bolt pistol proto av nades youre 20 cpu short. thats with no equipment too. (and Rattati wants two equip slots lol)
so, std and adv suits wont be able to fit full shield tanks at all and proto suits cant either. again, these suits are broken because they dont work at all unless you fit one of two specific mods on them. it breaks our freedom and customization of fits when certain mods are mandatory. like cpu mods on cal suits Cal assault needs 3 lows at proto and 2 at adv because regulators.
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JRleo jr
Xer Cloud Consortium
57
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Posted - 2014.07.17 09:20:00 -
[3] - Quote
CCP Rattati wrote:OK this is literally going nowhere. Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions. I like the changes
Sorry about adding more to the answer than you want, but I'm stating why and bringing up a assault buff.
The reason adv cal assault needs 2 lows is for my shield regs, complex.
Lower the base delay by 1 second or 2 and I'll be fine with it.
And the high slot buff was long overdue, thanks.
Also, the base recharge rate needs, or should, be brought up tp say 40 or 50, as a complex energizer currently bring it up to 48 hp/s, only 18 hp/s difference.
I have cal assault to 4, about to get 5 at 90k more sp, so, I'm ready.
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JRleo jr
Xer Cloud Consortium
57
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Posted - 2014.07.17 09:34:00 -
[4] - Quote
FabryX10 wrote:@CCP Rattati: O_o Caldari assault 1 low at STD and ADV??? Ok... You must respec my dropsuit tree... Or buff shield regs again, by 15%
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JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 13:07:00 -
[5] - Quote
Aero Yassavi wrote:As someone who primarily uses Amarr dropsuits, I am really happy with these proposed changes to give those suits the most low slots. I can, however, see why some Gallente dropsuit players would be a little upset since for the longest time during the beginning of Uprising Gallente suits used to be the most armor oriented with most lows.
Given that Gallente suit players still want to be primarily armor tankers, having high slots doesn't appeal so much because the only choices are 1) Shield mods, which is dual tanking which they don't necessarily want 2) Damage mods, which seem underwhelming but are getting a buff 3) Precision mods, which aren't very useful for mediums/heavies 4) Melee mods, which are not very attractive at all
What's going to end up happening more than likely is all Gallente suits will be using nothing but damage mods in highs as players will see it as the only viable option. Either that or they will dual tank. Maybe moving a module type to high slots to give high slots more versatility may be a good thing after all? Or, if possible, create new modules for high slots? A shield extender and an energier in the highs?
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JRleo jr
Xer Cloud Consortium
59
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Posted - 2014.07.17 15:11:00 -
[6] - Quote
Snake Sellors wrote:not to seem greedy but how about another high slot for calsent? or just a buff to complex shield extenders?
I mention a 5th slot because we already get melted by the gallente and now the amarr too. we are fast approaching the point of having a "worst" heavy suit the balance should be that they are different to each other not better or worse than Increase base speed of min and cal sents and heavy frames, then it's finel
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 21:00:00 -
[7] - Quote
MOCTEZUMA WARRIOR wrote:Doc DDD wrote:Caldari logis losing a low slot in exchange for an extra equipment slot kills the suit with current cpu levels.
shield based suits are very cpu hungry, energizers require 96 cpu, recharges and extenders also have high requirements
losing that low slot means an equipment slot may have to be empty just to have shields at a point where a scrambler rifle will still two shot you.
Running a caldari scout as a logi will be more effective than running a caldari logi as a logi unless i an really focused on using 2 extra pieces of equipment on my squishy, slow moving, no sidearm, poorly scanning, slow shield recharging, larger hit boxed, more expensive, death trap.
why run Cal logi instead of Cal scout?
Put 4 proto equips in the slots of the proposed Cal logi and see what you are left with in your other slots. It's not pretty. no more So, we'll fix this with 12 people and 1 older person helping us?
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JRleo jr
Xer Cloud Consortium
76
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Posted - 2014.07.20 12:47:00 -
[8] - Quote
Cat Merc wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. By how much though? How much better do you intend Assaults being? No matter what it won't be op, I mean, we still have the hmg...
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 12:51:00 -
[9] - Quote
CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should.
But your cpu changes for cal assault...need looking at.
Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu...
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 13:18:00 -
[10] - Quote
Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both
But cpu first, as if the slots get changed we can't fit anything.
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JRleo jr
Xer Cloud Consortium
77
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Posted - 2014.07.20 14:21:00 -
[11] - Quote
Killer's Coys wrote:JRleo jr wrote:Killer's Coys wrote:JRleo jr wrote:CCP Rattati wrote:Assault should be better slayers, that is the only way to motivate people out of slayer logis. amarr slayer logis are not a huge issue right now anyway. Yes, they should. But your cpu changes for cal assault...need looking at. Put a basic cpu mod on the proto cal assault and others, get that cpu and make that number its base cpu... Yes, it would be better, but I prefer have my new slots for hotfix charlire, and the new new CPU for hotfix Delta... Just to know playing the new calda gameplay Or both But cpu first, as if the slots get changed we can't fit anything. Yes, the best is the both But with CCP it's just 1 lol I've made a lot of dropsuits with just 317CPU (base) and I can fit a lot of thing... ok... it's basic or enhanced mods, but that's better than have just more CPU and cannot use those CPU because you don't have the mods... Basic and enhanced mods on proto suit...nope needs more buffing.
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JRleo jr
Xer Cloud Consortium
80
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Posted - 2014.07.20 23:44:00 -
[12] - Quote
Varoth Drac wrote:Except everybody is forgetting that CCP is significantly buffing assault suit base hp.
The speed difference between assaults and logis isn't insignificant.
I'm not saying I am in favor of sidearm logis. Just that I don't think they would be better slayers than assaults. Not when assaults will have better speed, weapon bonuses, shield regen and a base hp advantage strong enough to exceed logi's slot advantage. This combined with the proposed CPU/PG bonuses.
I'm my opinion Rattati could have gone about the Charlie assault suit change feedback discussion better. He should have put all the suggested assault suit changes together in one thread with suggested numbers instead of splitting it all up. It has just caused confusion as people complain about slots in the fitting thread, people complain about fitting in the slot thread, and everyone forgets about the hp buff. What good is that when cal assault won't be able to fit crap without a cpu mod?
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JRleo jr
Xer Cloud Consortium
81
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Posted - 2014.07.23 00:35:00 -
[13] - Quote
CCP Rattati wrote:And we are back.
TLDR; Charlie: New slot layout adopted for Sentinels and Assaults, with corresponding PG/CPU adaptations plus PG/CPU buff for Assaults and reduction for Sentinels. Universal slot layout matrix for Caldari changed from 4-1 to 3-2.
Now, based on your consolidated feedback,
The standardized slot layout matrix was pretty well received, yet overall there were the following worries:
1)Caldari Scouts not having 2 low slots at ADV, so couldnGÇÿt effectively dampen like the other three scouts a.Scouts will be standardized and revised in Delta using the matrix. b.Therefore, no changes to Scouts in Charlie, but KinCat, CodeBreaker and Nova Knife PG reduced so Minmatar will be able to fit with abandon.
2)Caldari Sentinels not having 2 low slots at PRO, so canGÇÿt fit an armor rep and regulator (for example) a.Easy fix to this is to change the matrix to 3-2 instead of 4-1 for Caldari 5 slots. b.Sentinel slots need to be changed in Charlie with corresponding PG/CPU changes. c.Sentinels then get a fitting bonus to Heavy weapons and a moderate reduction of PG/CPU in Charlie.
3)Logistics, Amarr side arm and Caldari low slot at PRO a.Our proposal is to give both the sidearm at the cost of a single slot, not two as in the case of the Amarr. The Caldari will trade a low slot for the sidearm and the Amarr will trade an equipment slot for the sidearm. Not until Delta though.
4)Logistics, Gallente and Caldari STD and ADV to have equal total slot count as other Logistics a. These are scheduled for Delta as well as PG/CPU revisions if necessary.
5)Commandos a.No changes in Charlie, new layout according to matrix in Delta and corresponding tweaks of PG/CPU.
6)Assault a.Very few grievances, if at all, with the new the new Assault suit layout, so will be adopted fully in Charlie b.Assault will move to a 4-6-8 layout of slots, gaining one high/low slot at both ADV and PRO. This standardizes Mediums and gives Assault a huge boost towards being a viable options in competitive surroundings. c.Assault will also get the same fitting bonus to Grenades. d.Assault will be getting a considerable buff to PG/CPU, shield tanking will be addressed but we are also looking at bringing energizers and rechargers down and trading for a small PG increase in Delta e. Assault will gain 150 ehp.
Please give us feedback on this, and this time please stay on topic. Thanks.
Did you just reduce caldari sentinel high slot count from 4 at pro to 3? If so, very bad move... So now my cal heavy will never be used... Armor sentinels officially op. My fit now has 700 hp and 50 rep rate at pro, thanks, way to make shield tanking a heavy less viable.
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JRleo jr
Xer Cloud Consortium
81
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Posted - 2014.07.23 00:43:00 -
[14] - Quote
Alldin Kan wrote:CCP Rattati wrote:2)Caldari Sentinels not having 2 low slots at PRO, so canGÇÿt fit an armor rep and regulator (for example) a.Easy fix to this is to change the matrix to 3-2 instead of 4-1 for Caldari 5 slots. b.Sentinel slots need to be changed in Charlie with corresponding PG/CPU changes. c.Sentinels then get a fitting bonus to Heavy weapons and a moderate reduction of PG/CPU in Charlie. The other things you mentioned in your post were GREAT but... A slot layout of 3-2 for Caldari now means that I no longer have any reason to use a Minmatar Sentinel. Fitting Comparison:Fitting optimization of HMG/PG reduction of speed mod are excluded. Heavy Weapon/Sidearm Operation at lv 3. Lv 4 Dropsuit Core Upgrades-Electronics-Engineering CPU/PG are in accordance to google doc stats. Caldari ck.0 (CPU 387/PG 69)1x Complex Shield Extender 1x Complex Shield Recharger 1x Complex Heavy Damage Mod 1x Complex Kinetic Catalyzer 1x Complex Armor Repairer Assault Scrambler Pistol PRO HMG C-7 flux Grenade Total CPU used 385/387 Total PG used 63/69 Minmatar mk.0 (CPU 396/PG 65)
Same gear as above but with a KLO-1 Scrambler Pistol Total CPU used 396/396... could be over by 1 if rounded incorrectly but unlikely. Total PG used 64/65 What we have here are dropsuits with similar fitting capacities BUT the Caldari ck.0 has higher EHP (around 103 over Min) and better shield regen/recharge delay. The trade off for this is being 5% slower than Minmatar Sentinel and inferior Stamina Count/Regen, both being somewhat meaningless concerns for most battle scenarios... unless the entire enemy team is composed of new players that would require you to keep moving to get kills. I suggest you keep a layout of 4-1 and try to do something about Minmatar Sentinel as it is currently the most underused heavy. One option to consider would be to switch Shield regen rates between Caldari/Minmatar (all Dropsuit Frames), that way Caldari is focused on HP count but not regen while Minmatar has a focus on regen but lower HP count. Exactly Also it's not fair amar has 1 low slot over gallente but caldari gets a pathetic 3 at PROTO, what the hell could I do with 3 high slots? Low hp for a heavy, low reps because every armor heavy has reps above 50.
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JRleo jr
Xer Cloud Consortium
82
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Posted - 2014.07.23 02:05:00 -
[15] - Quote
Also, 1 more change is needed Make it so adv cal assault has 4 high slots, I hate it when a tier gets 2 more lows or highs, like the galogi.
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JRleo jr
Xer Cloud Consortium
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Posted - 2014.07.23 13:49:00 -
[16] - Quote
CCP Rattati wrote:Doc DDD wrote:Caldari sentinel should keep 4-1 slot layout at proto to see if shield changes help it's survival. 2 lows would more than likely translates to 2 plates ( unless you want to run around like alldin ). Having no armor reps was the inherent worry, so regulator and repper capability were widely requested. Having only one low makes you choose, and in many cases the rep would be preferred, making the shield tank less viable. Just my thoughts, am I way off? Yes If it's shield tanked it shouldn't need an armor rep, and don't remove a high slot, that just makes its shield tanking crappier, my new fitting will be a plate and a rep because 3 high slots is pitiful and why waste on shield regs if I only have 3 high slots at proto?
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JRleo jr
Xer Cloud Consortium
84
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Posted - 2014.07.23 14:02:00 -
[17] - Quote
CCP Rattati wrote:Here are new proposals for PG/CPU numbers that take into account revised slot layouts for Assaults and Sentinels. These are quite extensively tested and should allow, with all skills maxed to fit quite well. But nothing is better than players proving you wrong, so take a look and comment. Feedback that was taken into account that 1) Amarr had been given a similar boost, while they always had more PG/CPU but fewer slots. With the extra slot, such a discrepancy should not continue. 2) Caldari simply should not be forced to take a CPU mod, unless doing absolutely crazy things CPU wise. Caldari should now be able to fit competitively. 3) Even after the first proposed numbers, the consistent feedback was, Sentinels can still fit anything and still have space. We took another deep look and tweaked. Caldari Sentinels and Minmatar should also be more viable compared to their sentinel brethren now. New PG/CPU Assaults and Sentinels Perfect, absolutely perfect. Enough cpu, and 3 low slots so I can fit 3 shield regs on my caldari assault.
1 small change is needed Make caldari sentinel high slot 4 at proto so I can properly shield tank, remove a grenade if you have to, as I would fit 2 shield regs if I had 4 highs, plus it isn't right a primary shield tank suit to have 3 highs at pro, minmatar also have the same slots, amarr is primarily armor tank it has 4 lows, why can't caldari have 4 highs?
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JRleo jr
Xer Cloud Consortium
85
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Posted - 2014.07.23 14:20:00 -
[18] - Quote
Alldin Kan wrote:CCP Rattati wrote:Here are new proposals for PG/CPU numbers that take into account revised slot layouts for Assaults and Sentinels. These are quite extensively tested and should allow, with all skills maxed to fit quite well. But nothing is better than players proving you wrong, so take a look and comment. Feedback that was taken into account that 1) Amarr had been given a similar boost, while they always had more PG/CPU but fewer slots. With the extra slot, such a discrepancy should not continue. 2) Caldari simply should not be forced to take a CPU mod, unless doing absolutely crazy things CPU wise. Caldari should now be able to fit competitively. 3) Even after the first proposed numbers, the consistent feedback was, Sentinels can still fit anything and still have space. We took another deep look and tweaked. Caldari Sentinels and Minmatar should also be more viable compared to their sentinel brethren now. New PG/CPU Assaults and Sentinels Are you sure about giving Assault suits similar EHP potential of Commandos? You may have to buff racial bonus from +2% per level to +3%. Commandos have 400 hp base or more, assaults will get 300 base, ccp wanted the hp between commando and medium frame.
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JRleo jr
Xer Cloud Consortium
85
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Posted - 2014.07.23 14:22:00 -
[19] - Quote
CCP Rattati wrote:Buffing ehp will be the final decision, but if new slot theory crafting suggests it will be too much, then we can happily reconsider. This doesn't apply to caldari because obvious reasons
I fear people will stack nothihg but armor plates in the lows, but people do that on every suit, so...idk.
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JRleo jr
Xer Cloud Consortium
86
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Posted - 2014.07.23 15:40:00 -
[20] - Quote
Killer's Coys wrote:Alldin Kan wrote:Killer's Coys wrote:EDIT : I think people who don't want the eHP buff for assault, haven't played the assault suit since 1.8 I know how is the assault. This bonus is the best way to have a good assault Best way of making Commando irrelevant. No, they have DPS. And base hp.
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JRleo jr
Xer Cloud Consortium
88
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Posted - 2014.07.23 17:25:00 -
[21] - Quote
Killer's Coys wrote:Celus Ivara wrote:CCP Rattati wrote:Buffing ehp will be the final decision, but if new slot theory crafting suggests it will be too much, then we can happily reconsider. My 2 ISK would be to hold off on a decision on the EHP buff 'till Delta. You'll want to see what the new slots do first. Too many rule changes overlapping each other, and going live at once, can cloud devs/players understanding of how the new changes are affecting the game. Much can be figured out from theory-crafting, but ultimately you'll need see mechanics in action to figure out where you are. /2 ISK For me, the HP buff is in the package... Slot buff and PG/CPU buff ? => this is one thing and fo basic assault ? the buff is early inexistant... So HP buff is very important for me, for assault. It's important to have this buff, to be better than scouts-tanked Still waiting for cal assault base rep rate buff...
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JRleo jr
Xer Cloud Consortium
89
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Posted - 2014.07.23 18:10:00 -
[22] - Quote
Cyrus Grevare wrote:CCP Rattati wrote:Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus. I am hoping Cyrus and protofits can help the community again, so you can theorycraft properly. We will have a final review before we push the button. And updated o7 I updated the slot layout, revised PG/CPU, implemented the Grenade reduction for Assault class and heavy weapon reduction for Heavy weapons in the Sentinel class. A couple of questions though, Slot changes for Assault and Sentinel are confirmed, what about the rest of the classes? I see the gdoc has changes for the Commandos, Logistics and Scout classes, do I ignore these or are they also slated for Charlie? (included them in my recent update to the site) Amarr Logistics have the new slot proposal + sidearm slots giving a 9 slot count to them. Can you share how that 150ehp is split for the races?, I could update that as well in the site. Cal assault ck.0 is missing a low slot on proto fits.
And ccp, may I suggest buffing base rep rate of cal assault shields to 35, or 45, and it'd be nice if the cal assault got a garunteed 50 hp buff.
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JRleo jr
Xer Cloud Consortium
89
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Posted - 2014.07.23 18:14:00 -
[23] - Quote
Killer's Coys wrote:JRleo jr wrote: Cal assault ck.0 is missing a low slot on proto fits. .
He is right, missing 1 hight slot for Calda assault ADV and 1 low for ck.0 assault JRleo jr wrote:
And ccp, may I suggest buffing base rep rate of cal assault shields to 35, or 45, and it'd be nice if the cal assault got a garunteed 50 hp buff.
I love you my friend I propose +/- 75/100HP buff on the shield If ccp listens to me, only around 50, I don't want people to scream op.
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JRleo jr
Xer Cloud Consortium
90
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Posted - 2014.07.23 18:30:00 -
[24] - Quote
Cyrus Grevare wrote:Killer's Coys wrote:Cal ADV is : 4/2 and pro : 5/3 I'm using the gdoc at the start of this thread either it has a mistake, or that layout you mention is somewhere else (?) or I'm just getting lines mixed still don't see it. Are you using another source? http://docs.google.com/spreadsheets/d/1BzF7A13JDvYo40hyj0t7g2kgRnqNq9jFepnq5ztNUY0/edit#gid=0
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JRleo jr
Xer Cloud Consortium
90
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Posted - 2014.07.23 18:36:00 -
[25] - Quote
Cyrus Grevare wrote:Thanks, but that's only PG/CPU, I think so far that one is correct, I can't find yet the slot layouts you mentioned. Look to the left of old prop cpu, seriously it's not hard to find.
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JRleo jr
Xer Cloud Consortium
90
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Posted - 2014.07.23 18:40:00 -
[26] - Quote
Cyrus Grevare wrote:Yep, my bad, I see it now, mixed with the new PG/CPU there's a couple of prop high / low columns. On it o7 Lol, I guess you look at these things too much.
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JRleo jr
Xer Cloud Consortium
93
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Posted - 2014.07.23 19:08:00 -
[27] - Quote
Boot Booter wrote:^killer, how is that balanced?
Sounds like you're just biased towards Caldari Assault. Look you keep coming back to this "minmatar is better because this and that module"
So I'll lay it out for you..
Minmatar gains. Kincat basic Cardiac regulator (erm not sure) Ferroscale (only 15 hp actually so like half a basic) Strafe speed... OK.
Caldari gains Shield extender (between ADV and pro) Basic recharger Basic regulator (or something)
It's already balanced!!!!! Can someone please back me up on this.
Edit: if I were useless, they'd stop putting me in. I know for a fact that with the changes, I personally will be OP. How? Because I can fit my logi as if it were an assault and wreck face. Now you're saying I can do that same fit with my assault while having more speed, stamina, strafe, regen, and a sidearm. Seriously watch out. WE don't need the HP buff. I think it might tip the FOTM scale to assaults. We still have the hmg ya know, and stuff like that...and shotguns I guess?
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JRleo jr
Xer Cloud Consortium
94
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Posted - 2014.07.23 19:33:00 -
[28] - Quote
Killer's Coys wrote:Boot Booter wrote:^killer, how is that balanced?
Sounds like you're just biased towards Caldari Assault. Look you keep coming back to this "minmatar is better because this and that module"
So I'll lay it out for you..
Minmatar gains. Kincat basic Cardiac regulator (erm not sure) Ferroscale (only 15 hp actually so like half a basic) Strafe speed... OK.
Caldari gains Shield extender (between ADV and pro) Basic recharger Basic regulator (or something)
It's already balanced!!!!! Can someone please back me up on this. I've said, if I could choose my dream is to have an OP caldari assault, isn't your ? Boot Booter wrote: Edit: if I were useless, they'd stop putting me in. I know for a fact that with the changes, I personally will be OP. How? Because I can fit my logi as if it were an assault and wreck face. Now you're saying I can do that same fit with my assault while having more speed, stamina, strafe, regen, and a sidearm. Seriously watch out. WE don't need the HP buff. I think it might tip the FOTM scale to assaults.
I haven't said you (the person) were useless, you (I think) can make some godd things, but I don't think you play everytime (in BC) with your minma assault, do you ? You have said : you have a commando and a logi The problem of assault is that : (I'll take with calda, it's the more demonstrative) Calda scout ck.0 full shield extender : => http://www.protofits.com/fittings/shared/84/5693
- 453hp shield - more speed - more stamina - more shield regen - more stamina regen - smaller hitbox - cloack - suit bonus (at the moment : scan precision, after hotfix charlie : dampener) - an other equipment - more straff speed - less dampener - more scan precision Assault ck.0 to have the same : => http://www.protofits.com/fittings/shared/84/5695
with that, it does the same thing as the scout ck.0, but - not the cloack - less straff speed - bigger hitbox Result ? You can become as good as a scout, but without the 3 things I've written above Why choose an Assault if the scout can make the same work as them ? Assault must have a "+" at the beginning. I propose more eHP And for me, commando and assault are almost the same. PS: Don't be angry, old bro', we are just discussing together You propose your points, I propose mine Yea I completely forgot scout assaults better.
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JRleo jr
Xer Cloud Consortium
94
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Posted - 2014.07.23 20:00:00 -
[29] - Quote
CCP Rattati wrote:Cyrus Grevare wrote:CCP Rattati wrote:Francois Sanchez wrote:And looking at the assault buff, I'm now a bit worried about commandos. With 8 slots and 150 extra EHP, assaults can easily become harder to kill than commandos while taking 2 damage mods to compensate commandos natural bonus. I am hoping Cyrus and protofits can help the community again, so you can theorycraft properly. We will have a final review before we push the button. And updated o7 I updated the slot layout, revised PG/CPU, implemented the Grenade reduction for Assault class and heavy weapon reduction for Heavy weapons in the Sentinel class. A couple of questions though, Slot changes for Assault and Sentinel are confirmed, what about the rest of the classes? I see the gdoc has changes for the Commandos, Logistics and Scout classes, do I ignore these or are they also slated for Charlie? (included them in my recent update to the site) Amarr Logistics have the new slot proposal + sidearm slots giving a 9 slot count to them. Can you share how that 150ehp is split for the races?, I could update that as well in the site. Probably not a good idea to put it into proto, players can add that manually. Using the current ehp split, would look like this at 150 ehp, again, to be re-evaluated based on community feedback. ArmorShield AM 100 50 CA 55 95 GA 95 55 MM 71 79 Could you please explain those numbers?
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JRleo jr
Xer Cloud Consortium
95
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Posted - 2014.07.23 20:59:00 -
[30] - Quote
Cat Merc wrote:I say keep the HP buff and slot buff, tweak after data has been gathered. That's the beauty of rapid releases, you don't get stuck for months with a broken game. I agree, see my proto cal assault fit on proto fits, it has 90 hp over scout, scout has more speed, stamina, ewar, ewar range, less hitbox, less delay.
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JRleo jr
Xer Cloud Consortium
96
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Posted - 2014.07.23 23:30:00 -
[31] - Quote
BlazeXYZ wrote:The caldari assault will have more shield than my minmatar heavy. Whopping 744 Am I right? Nnnooo? And you have dps, 2 light weapons and reload speed.
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JRleo jr
Xer Cloud Consortium
96
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Posted - 2014.07.23 23:34:00 -
[32] - Quote
CCP Rattati wrote:True Adamance wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:I don't think assaults should get an 8th slot, given they're getting a +150 HP buff. Keep the HP buff, but do not add the new module slot at proto. Keep the advanced tier slot though, closing the gap between proto and lower tier is a good thing; would really like to see an extra module slot at standard as well. 5/6/7 slot progression please. Tried this Amarr assault fit on protofits (link here http://www.protofits.com/fittings/shared/759/5678 ). I added 150 to the armor, and factored the skills. Shields: 120 x 1.25 (shield skill bonus) = 150 Armor: 240 + 150 = 390 x 1.25 (armor skill bonus) = 487.5 Total eHP with skills before mods: 637.5 Obviously these calculations may not be correct because I don't know how the +150 HP will be distributed between shields and armor. Now add some plates. For the sake of being conservative with HP estimates, lets only use ferroscales. 4 complex ferroscales and 1 armor repairer. Complex ferroscales are 75, and with skills they are each 82.5. 82.5 x 4 is 330, add that to our previous total, and now the eHP is 967.5; this is a conservative estimate using low HP plates (ferroscales), and already its clear that the assault will be very tanky. A simpler way to illustrate the point: without the +150 HP, the fit I linked would have 780 eHP, now just add 150 HP, and now you have 930 eHP. Whatever methodology you use to calculate it, its too much. Once again I remind that this is just a conservative estimate, and regular plates would lead to even higher eHP numbers. This is all with 7 module slots, not 8 yet. An 8th would be too much Assaults will become heavies with an 8th. No extra slot at proto please. An Amarr Commando with 3 ferros is 1100 ehp and a 5 ferro gk logi is at 750 ehp. Seems like 950 for a stacked ferro Amarr Assault is right between them as intended. I pity to poor fool who runs 3 plates on an Amarr Commando..... I'm kind of concerned at the moment..... EHP values just seems to be growing higher and higher.... slot distributions grow ever more plentiful...... however I looks forwards to the changes as always....might log back in for Charlie. People are playing the maximum ehp game, regardless of viability. While assaults can't get more than sentinels, then there can not be ehp power creep. However, we may need to intervene with normal plate fitting increases, the raw ehp stacking is not what we want for Dust. Well then, please buff other mods, maube shield regs again, I said MAYBE, buff rechargers and energizers, increase armor plate pg? Buff kincats bonus so it's worth using, etc etc, just ideas.
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JRleo jr
Xer Cloud Consortium
98
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Posted - 2014.07.23 23:38:00 -
[33] - Quote
DeathwindRising wrote:Rattati you've really out done yourself this time. The CPU buff to caldari will help a whole lot. Now I can kite armor tankers and maintain a range advantage by swapping out the CPU mod for a kincat. I'll have enough shield recharge to regen tank effectively, and enough buffer to move around a bit more instead of hugging scraps of cover. All in all, the new cal assault is a hard hitting, long range, hit n run beast with a shield tank strong enough to function without logi support for extended periods of time. The fit I posted earlier is IMO, perfect in way possible in the traditional caldari doctrines.
This game is looking a lot more like it belongs in the eve universe. Thanks for you and your teams hard work. My 3 lows will have complex shield regs. I'd prefer if the base recharge rate of the cal assault was raised from 30 to 35 or 45 to make nergizers more useful.
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JRleo jr
Xer Cloud Consortium
98
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Posted - 2014.07.23 23:42:00 -
[34] - Quote
Adipem Nothi wrote:True Adamance wrote: I'm kind of concerned at the moment..... EHP values just seems to be growing higher and higher...
MISSINGName: Breach Shotgun Last Seen: Chromosome Name: Shotgun Last seen: earlier today Accomplices: Scouts
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JRleo jr
Xer Cloud Consortium
98
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Posted - 2014.07.23 23:45:00 -
[35] - Quote
DeathwindRising wrote:Adipem Nothi wrote:CCP Rattati wrote:Adipem Nothi wrote:True Adamance wrote: I'm kind of concerned at the moment..... EHP values just seems to be growing higher and higher...
MISSINGName: Breach Shotgun Last Seen: Chromosome sidearms are Delta Would make for an excellent sidearm. o7 It's called a bolt pistol lol http://youtu.be/FopyRHHlt3M
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JRleo jr
Xer Cloud Consortium
100
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Posted - 2014.07.24 00:50:00 -
[36] - Quote
DeathwindRising wrote:JRleo jr wrote:DeathwindRising wrote:Rattati you've really out done yourself this time. The CPU buff to caldari will help a whole lot. Now I can kite armor tankers and maintain a range advantage by swapping out the CPU mod for a kincat. I'll have enough shield recharge to regen tank effectively, and enough buffer to move around a bit more instead of hugging scraps of cover. All in all, the new cal assault is a hard hitting, long range, hit n run beast with a shield tank strong enough to function without logi support for extended periods of time. The fit I posted earlier is IMO, perfect in way possible in the traditional caldari doctrines.
This game is looking a lot more like it belongs in the eve universe. Thanks for you and your teams hard work. My 3 lows will have complex shield regs. I'd prefer if the base recharge rate of the cal assault was raised from 30 to 35 or 45 to make nergizers more useful. At 40 hp/a base, you'd have 115 hp/s with two complex energizers. I'm all for it but not sure if it'd be necessary. Don't want to become op you know lol Aaaand your point is? You would have 400 shields....and still, so what? I would only use one...
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JRleo jr
Xer Cloud Consortium
103
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Posted - 2014.07.24 04:13:00 -
[37] - Quote
DeathwindRising wrote:JRleo jr wrote:DeathwindRising wrote:JRleo jr wrote:DeathwindRising wrote:Rattati you've really out done yourself this time. The CPU buff to caldari will help a whole lot. Now I can kite armor tankers and maintain a range advantage by swapping out the CPU mod for a kincat. I'll have enough shield recharge to regen tank effectively, and enough buffer to move around a bit more instead of hugging scraps of cover. All in all, the new cal assault is a hard hitting, long range, hit n run beast with a shield tank strong enough to function without logi support for extended periods of time. The fit I posted earlier is IMO, perfect in way possible in the traditional caldari doctrines.
This game is looking a lot more like it belongs in the eve universe. Thanks for you and your teams hard work. My 3 lows will have complex shield regs. I'd prefer if the base recharge rate of the cal assault was raised from 30 to 35 or 45 to make nergizers more useful. At 40 hp/a base, you'd have 115 hp/s with two complex energizers. I'm all for it but not sure if it'd be necessary. Don't want to become op you know lol Aaaand your point is? You would have 400 shields....and still, so what? I would only use one... If you only care about having high eHP, then it wouldn't apply to you lol. My point was having low hp and high regen is okay.
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JRleo jr
Xer Cloud Consortium
114
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Posted - 2014.07.24 15:10:00 -
[38] - Quote
Boot Booter wrote:OK so I'm now thinking I like all the buffs for assaults; capacity, 8 slots at pro, and hp. With that said, I believe the capcity cost of all hp modules should be increased by quite a bit, maybe 150%. This will drive away dual tankers, fix the raw eHP stacking problem we have, diversify fits, create use for capacity modules, and make base HP a more stable balancing mechanic. Also here's a shield tanked minmatar for Charlie with 8 slots Charlie Assault mk.0With the HP buff we are looking at about 470 shield and 300 armor. BUT if hp module capacity costs were increased I'd probably drop the extra extender for a damage mod. This would then be 400 shield and 300 armor. A very CRAP looking assault suit. One last thing is I still think that minmatar assault shield delays are too long. They are currently 6/8 while even the minmatar logistics is 5/6. Even with 2 complex regulators my delay is still 2.5 seconds. I'd say drop the minmatar assault delay to 5/7. This will allow us to properly regulate our shields (2 complex regulators would then = 2 sec). We already suffer from a painfully slow shield regen of 25 and lower eHP. The only hp problem is armor plates and armor suits using shield extenders...
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