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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11453
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Posted - 2014.07.24 00:15:00 -
[571] - 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. Your commando example replying to my earlier comment I don't think was a fair example given that I did not use all low slots for plates in my assault example, the assault had an armor repairer, while the commando did not.
I wasn't playing the maximum eHP game, I used an armor repairer (so all low slots weren't for HP tanking) and only ferroscales for a conservative estimate on a viable fit (a fit I would actually use). Since we're playing max eHP, I will join in. No weapons, more equipment, only HP mods.
I believe you stated before that the 150 HP for Amarr would be distributed 100 to armor, and 50 to shields. Shields: 120 + 50 = 170 x 1.25 (shield skill bonus) = 212.5 Armor: 240 + 100 = 340 x 1.25 (armor skill bonus) = 425 Total eHP with skills before mods: 637.5
Now add: +3 complex shield extenders. With the skill bonus, each extender is 72.6, all 3 total is 217.8. +5 complex armor plate. With skill bonuses, each is 148.5, all total is 594
Add it all up, you get 1,449.3 Here is the protofits link to make sure it all fits.
Now, going to do the same maximum HP test on a Amarr commando ak.0. Just like with the assault example, I will fill it to the brim with complex plates and complex extenders. No armor repairers, or anything else. It all adds up to 1368.1, the commando now has a lesser HP ceiling than the assault. Here is the protofits link.
Anyway, if either the 8th slot, or the HP had to go, I say that the HP should definitely stay while the 8th slot should definitely go. The slot raises the gap between standard and proto even higher (bad), while the HP buff would effect all tiers equally (good).
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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DeathwindRising
ROGUE RELICS
487
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Posted - 2014.07.24 00:48:00 -
[572] - Quote
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
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JRleo jr
Xer Cloud Consortium
100
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Posted - 2014.07.24 00:50:00 -
[573] - 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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Pink fluffy unicorns
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12161
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Posted - 2014.07.24 00:53:00 -
[574] - 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.
That sounds like a very interesting idea.
As you know in EVE plates and Extenders are CPU and PG intensive, often times more so the resistance plating and certain other modules like Tackle and Damage Controls.......
It could be possible to limit the amount players HP stack by increasing the fittings costs of HP modules and decreasing the costs of utility modules such as scan gear, resistance plating if it ever makes and appearance, biotics, hacking, etc.
I could certainly see Ferroscale and Reacitve becoming more viable if the number of plates plates armour tankers were able to stack was limited in conjunction with lesser PG and CPU costs that standard plates.
Consider them if you would the Nano Fibre, Steel, and Rolled Tungsten of Dust armour plates.
"Your Faith stands as a shield for the Faithful, and you are one of His Angels." - Soren Tyrhannos to Templar Ouryon
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CommanderBolt
Osmon Surveillance Caldari State
1400
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Posted - 2014.07.24 01:26:00 -
[575] - Quote
CCP Rattati - I would like to know why you are removing one of the Caldari Sentinel high slots and adding a low slot? The Caldari Sentinel already struggles to compete with armour sentinels as it is and now removing a high slot will only further reduce my shield capabilities.
The low slot is only good for regulators which adding a second one wont really be of any value. Are you basically telling us to speed tank or heaven forbid dual tank with armour?
CCP Rattati - I understand you want to balance the game but this is yet another time where I feel your balancing efforts are going well beyond the realm of small balance changes and are instead forcing us to do certain things. I do not like this.
This also means now that the Caldari sentinel will share the same slot layout as the Minmatar Sentinel. This is baffling to say the least.
I also dislike how you are changing one of the core roles I speced into when picking the Gallente Scout (Long Range passive scans yet weaker than Caldari precision passive scans)
Just to add, both of those changes make little sense in any sort of lore perspective:
A - Caldari are meant to be the master shield tankers. 3 Highs in exchange for an extra low makes no sense and I feel only pushes the Caldari sentinel to more armour.
B. The Gallente are meant to have the best scanner / sensor tech in New Eden.
It would be nice to hear thoughts on this.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
72
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Posted - 2014.07.24 02:15:00 -
[576] - Quote
Killer's Coys wrote:CCP Rattati wrote: Caldari highest number of high slots Minmatar equal number of highs and lows, preferring highs
No... Why do you want to do that ?? Ok, Caldari has the "most-shield-tanking-fit", but it doesN'T NEED to have 5 hight slots... for 2 low... The Minmatar is faster, and with our caldari (yes, I'm caldari assault) we can have a catalyser to become as fast as the minmatar is... AND have an armor repair + armor plate // dampener + reactive plate.... The worst thing is for the Basic and the Advanced one.... 1 low slot ? Are you serious ? IF you want to keep those slots, GIVE a PASSIVE ARMOR REPAIR to Caldari Assaults ! We need repair, you want to remove a low slot, give an armor repair... On my basic, I've 6hp/s and a bit armor... So..... I'll have to remove and haven't any repair ? Joke please.... I love your work, you have made a lot of good things, but that... that's NOT what should be the Caldari Assault... NOT Or, if you want not to change for the basic one, do the same thing like the Gallente STA : 3/1 ADV : 3/2 PRO : 4/3 Please, Rattati, change your table, don't do that... don't do that... No.
Caldari are not meant to be armor tankers and should take the penalization of losing a low if they want reps. Without its defining built-in reps, the Gallente assault would be lost to obscurity to the Amarr assault.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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S-PANZA
Expert Intervention Caldari State
3
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Posted - 2014.07.24 02:36:00 -
[577] - Quote
CommanderBolt wrote:CCP Rattati - I would like to know why you are removing one of the Caldari Sentinel high slots and adding a low slot? The Caldari Sentinel already struggles to compete with armour sentinels as it is and now removing a high slot will only further reduce my shield capabilities.
The low slot is only good for regulators which adding a second one wont really be of any value. Are you basically telling us to speed tank or heaven forbid dual tank with armour?
CCP Rattati - I understand you want to balance the game but this is yet another time where I feel your balancing efforts are going well beyond the realm of small balance changes and are instead forcing us to do certain things. I do not like this.
This also means now that the Caldari sentinel will share the same slot layout as the Minmatar Sentinel. This is baffling to say the least.
I also dislike how you are changing one of the core roles I speced into when picking the Gallente Scout (Long Range passive scans yet weaker than Caldari precision passive scans)
Just to add, both of those changes make little sense in any sort of lore perspective:
A - Caldari are meant to be the master shield tankers. 3 Highs in exchange for an extra low makes no sense and I feel only pushes the Caldari sentinel to more armour.
B. The Gallente are meant to have the best scanner / sensor tech in New Eden.
It would be nice to hear thoughts on this.
^This ... and try and make a Pro Cal Heavy Sent forger with 3 comp dam mods,PRO Ish Assault Forge with either PRO sidearm + ADV AV grenades or ADV sidearm + PRO AV grenades...
I'll tell you what will happen youll have two empty slots and not enough PG on a PROTO Heavy Sent suit that one of its roles for AV specialization is being undermined.
I agree with the 4/1 slot allocation but more important is that the Pro Cal Heavy Sent cant fullfill its roles with the proposed PG reduction at either 3/2 or 4/1. |
SponkSponkSponk
The Southern Legion Final Resolution.
941
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Posted - 2014.07.24 03:37:00 -
[578] - Quote
S-PANZA wrote:and try and make a Pro Cal Heavy Sent forger with 3 comp dam mods,PRO Ish Assault Forge with either PRO sidearm + ADV AV grenades or ADV sidearm + PRO AV grenades...
I'll tell you what will happen youll have two empty slots and not enough PG on a PROTO Heavy Sent suit that one of its roles for AV specialization is being undermined.
I agree with the 4/1 slot allocation but more important is that the Pro Cal Heavy Sent cant fullfill its roles with the proposed PG reduction at either 3/2 or 4/1.
Perhaps you should adjust your fit, then.
Dust/Eve transfers
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S-PANZA
Expert Intervention Caldari State
3
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Posted - 2014.07.24 03:50:00 -
[579] - Quote
SponkSponkSponk wrote:S-PANZA wrote:and try and make a Pro Cal Heavy Sent forger with 3 comp dam mods,PRO Ish Assault Forge with either PRO sidearm + ADV AV grenades or ADV sidearm + PRO AV grenades...
I'll tell you what will happen youll have two empty slots and not enough PG on a PROTO Heavy Sent suit that one of its roles for AV specialization is being undermined.
I agree with the 4/1 slot allocation but more important is that the Pro Cal Heavy Sent cant fullfill its roles with the proposed PG reduction at either 3/2 or 4/1. Perhaps you should adjust your fit, then.
Theres not much room for adjusting , your not suggesting that a Proto suit shouldnt be able to handle half a fit consisting of proto and adv gear? |
Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
4709
|
Posted - 2014.07.24 03:52:00 -
[580] - Quote
While your here CCP how about an update on that officer weapon event.
Earn 500Mil ISK(Updated twice)
Chat Channel: Vik PC
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DeathwindRising
ROGUE RELICS
487
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Posted - 2014.07.24 04:05:00 -
[581] - Quote
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 |
JRleo jr
Xer Cloud Consortium
103
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Posted - 2014.07.24 04:13:00 -
[582] - 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.
Max level brony.
Pink fluffy unicorns
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Best song evar.
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SponkSponkSponk
The Southern Legion Final Resolution.
941
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Posted - 2014.07.24 04:34:00 -
[583] - Quote
S-PANZA wrote:Theres not much room for adjusting , your not suggesting that a Proto suit shouldnt be able to handle half a fit consisting of proto and adv gear?
I'm saying that when you fit a proto variant of a weapon, with multiple powergrid-hungry modules, and keep adding proto stuff, you will run out of fitting sooner than you'd like.
So yes, I am suggesting that you cannot have everything you want on a suit, no matter how hard you believe in yourself.
tldr this is you.
Dust/Eve transfers
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S-PANZA
Expert Intervention Caldari State
3
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Posted - 2014.07.24 04:39:00 -
[584] - Quote
S-PANZA wrote:SponkSponkSponk wrote:S-PANZA wrote:and try and make a Pro Cal Heavy Sent forger with 3 comp dam mods,PRO Ish Assault Forge with either PRO sidearm + ADV AV grenades or ADV sidearm + PRO AV grenades...
I'll tell you what will happen youll have two empty slots and not enough PG on a PROTO Heavy Sent suit that one of its roles for AV specialization is being undermined.
I agree with the 4/1 slot allocation but more important is that the Pro Cal Heavy Sent cant fullfill its roles with the proposed PG reduction at either 3/2 or 4/1. Perhaps you should adjust your fit, then. Theres not much room for adjusting , your not suggesting that a Proto suit shouldnt be able to handle half a fit consisting of proto and adv gear?
Perhaps an increase in the Heavy Weapon fitting PG bonus, in the likes of instead of 5% per lvl make it 10% per lvl. That would solve the problem and would further encourage Heavies to use Heavy weapons. |
S-PANZA
Expert Intervention Caldari State
3
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Posted - 2014.07.24 04:49:00 -
[585] - Quote
SponkSponkSponk wrote:S-PANZA wrote:Theres not much room for adjusting , your not suggesting that a Proto suit shouldnt be able to handle half a fit consisting of proto and adv gear? I'm saying that when you fit a proto variant of a weapon, with multiple powergrid-hungry modules, and keep adding proto stuff, you will run out of fitting sooner than you'd like. So yes, I am suggesting that you cannot have everything you want on a suit, no matter how hard you believe in yourself. tldr this is you.
A major reason it costs 1,940,160 SP to get from adv to proto, over twice the SP than getting to adv, is to fit more proto and powergrid-hungry modules. Besides the gear I mentioned wasnt all proto and all slots hadnt been filled... still ran out of PG. |
Larry Desmo
Kang Lo Directorate Gallente Federation
54
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Posted - 2014.07.24 05:05:00 -
[586] - Quote
completely unnecessary, dont waste your time. get us those plasma cannon variants as well as our missing racial vehicles alon with all of the pre 1.7 vehicle modules, dont mess with the suits |
FabryX10
Fatal Absolution General Tso's Alliance
116
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Posted - 2014.07.24 05:41:00 -
[587] - Quote
Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying.
@CCP Rattati: How to fix Assault's shields
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SponkSponkSponk
The Southern Legion Final Resolution.
941
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Posted - 2014.07.24 05:59:00 -
[588] - Quote
S-PANZA wrote:A major reason it costs 1,940,160 SP to get from adv to proto, over twice the SP than getting to adv, is to fit more proto and powergrid-hungry modules. Besides the gear I mentioned wasnt all proto and all slots hadnt been filled... still ran out of PG.
More, not all.
If you can fit everything you want without compromise, then you're not making interesting choices, and that aspect of game design has failed.
Dust/Eve transfers
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Dj grammer
New Age Empire. General Tso's Alliance
287
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Posted - 2014.07.24 06:33:00 -
[589] - Quote
FabryX10 wrote:Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying.
TBH this guy is telling the truth. When scouts were bad people wanted to see them buff and that was as a whole community. The same went for heavies back in 1.2 when they were a joke. There was a time as a whole community we agreed that the Caldari Logistics back in 1.2 was literally breaking the game but keep in mind that it really wasn't the suit by itself.
Here we are now doing hotfixes with scouts and heavys buffed up and beefed up so much that all we see now in the burn zone is those two suits and if lucky a logi in the mix. Now people might call me hypocritical when in comes to not touching my logi class (Proto Min logi with all prototype equipment, maxxed out cores, armor, and shields). As I said before when it came to that, I would tell them try the class out first and then give some input. Sadly for the heavies and scouts trying to use that against me I am a Level 4 Gallente Sentinel and a level 3 Gallente Scout. Stop crying. I can stack 2 complex armor plates, 1 complex repper, 1 complex damage mod heavy, Boundless HMG (very high DPS and noticeable for spray and pray tactics), M209 Assault SMG, and a Core locus grenade and still have PG/CPU left over all on a G/1-series.
As for scouts, yea cloaking is not a big deal and having the fastest speed in the game is understandable. But having the quickest recovery in the game, 2 equipment slots (not a big deal but does raise questions), can either stack m shields like caldari or armor plates like gallente (An example would be a scout i barely killed. That gk.0 had 600 armor), stay under the radar, and etc... Why would you run the Assault class this class does it better and Logistics is just a guilty back then in 1.2.
But the minute that certain fits are being hit that are dominating and you skilled into it because that fit was dominating automatically voids anything you say in your defense. Heavies needed to be hit on a honest note. Yes they supposed to have globs of eHP and a gun to control crowds in small areas. But seeing an exponential increase in heavies on the battlefield is not good for the game. On top of that why run Commando when you can run a light weapon on a Heavy and have more eHP? Isn't that what the Commando class was meant for? Also keep in mind that on top of the huge eHP you also have damage resistance bonuses for your too.
Scouts you are the Assaults but should not be the Assaults. You are also pseudo-logistics when you really should not. Also keep in mind that passive scanning is on the rave now since it is 360, squad shared, and if you are running Caldari the only race to escape you is Gallente. But the minute something kills kills your OP fit that something is OP? Same with you too heavies.
Scouts and Heavies had their buffs. Now it is the Assaults turns to get theirs as well as tweaking and balancing the game further. This subsequently came down to moving slots around for not only Assaults for the buff but for every suit in the game. It is unfortunate that Sentials are receiving some debuffs as well as changes in the scouts bonus (the caldari bonus going to Amarr and Caldari getting a new bonus).
TL:DR? Assaults earned the well needed buff, heavies and scouts are receiving debuff after having a MAJOR buff, changes to bonuses, pg/cpu, slots and much more. If you skilled into Heavies and Scouts because it was the go to suit or the FOTM you're gonna have a bad time. In other words, DO NOT CRY FOR A FREAKING RESPEC!!!!
why ccp?
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RedPencil
Abandoned Privilege Top Men.
58
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Posted - 2014.07.24 07:56:00 -
[590] - Quote
@ FabryX10, Dj grammer AGREE, loud and clear ! Unfortunately, we are in social dilemma.
My opinion: Assault slots progression - YES (Finally CCP give some love to us Assault) 150 eHP - N/A (Would like to see skill improve rather than buff eHP)
Question: Shell we revisit laser weapon heat build up since we tent to stack more and more armor?
Beware paper cut M[;..;]M
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SponkSponkSponk
The Southern Legion Final Resolution.
941
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Posted - 2014.07.24 09:04:00 -
[591] - Quote
RedPencil wrote: Question: Shell we revisit laser weapon heat build up since we tent to stack more and more armor?
IMO lasers are in a good place right now.
Dust/Eve transfers
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Killer's Coys
Prima Gallicus
89
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Posted - 2014.07.24 09:06:00 -
[592] - Quote
FabryX10 wrote:Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying.
Maybe those people (who cry) don't want a new fit to be good, because rhey have choose a fit (scout) which was good to make the assault's job, but after the hotfix, the scouts will not be able to make assault's job, and they don't like it
Ho yeah Love you Rattati!
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Jack McReady
DUST University Ivy League
1521
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Posted - 2014.07.24 11:48:00 -
[593] - 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!
if you really want to balance scouts, assaults and logis then you should limit them to certain weapons and in exchange give logis back their speed and hp compared to basic frames because there is no reason why the logis are the only suits that have such a bigi difference in terms of base hp/speed compared to the basic frame.
logi (logi is the least combat oriented suit) => 1xsidearm slot scout => 2xsidearm slots assault => 1x light, 1xsidearm commando => 2xlight heavy/sentintel => 1x heavy, 1x sidearm
that way, the suits that are less combat oriented than others have less firepower. the heavier and more frontline oriented the more firepower. |
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
59
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Posted - 2014.07.24 13:27:00 -
[594] - Quote
Are we all set for Hotfix Charlie? Whens the release?
The Blazing Intellect Machine
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The dark cloud
The Rainbow Effect
3683
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Posted - 2014.07.24 14:07:00 -
[595] - Quote
You can still make decent caldari sentinel fits. I came up with this: HMG CK.0
Charlie Ck.0 Forge
Ive "only" put 2 complex and 1 enhanced heavy damage mod on because of the stacking penalty which doesnt make a difference if you use a 4 or 5% module in the 3rd slot. |
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CCP Rattati
C C P C C P Alliance
4729
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Posted - 2014.07.24 14:19:00 -
[596] - Quote
KAGEHOSHI Horned Wolf wrote: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. Your commando example replying to my earlier comment I don't think was a fair example given that I did not use all low slots for plates in my assault example, my assault example had an armor repairer, while your commando example did not. I wasn't playing the maximum eHP game, I used an armor repairer (so all low slots weren't for HP tanking) and only ferroscales for a conservative estimate on a viable fit (a fit I would actually use). Since we're playing max eHP, I will join in. No weapons, more equipment, only HP mods. I believe you stated before that the 150 HP for Amarr would be distributed 100 to armor, and 50 to shields. Shields: 120 + 50 = 170 x 1.25 (shield skill bonus) = 212.5 Armor: 240 + 100 = 340 x 1.25 (armor skill bonus) = 425 Total eHP with skills before mods: 637.5 Now add: +3 complex shield extenders. With the skill bonus, each extender is 72.6, all 3 total is 217.8. +5 complex armor plate. With skill bonuses, each is 148.5, all total is 594 Add it all up, you get 1,449.3 Here is the protofits link to make sure it all fits. Now, going to do the same maximum HP test on a Amarr commando ak.0. Just like with the assault example, I will fill it to the brim with complex plates and complex extenders. No armor repairers, or anything else. It all adds up to 1368.1, the commando now has a lesser HP ceiling than the assault.Here is the protofits link. Anyway, if either the 8th slot, or the HP had to go, I say that the HP should definitely stay while the 8th slot should definitely go. The slot raises the gap between standard and proto even higher (bad), while the HP buff would effect all tiers equally (good). I would also be fine if the HP buff was less, like 100 perhaps.
The Amarr fit you shared can't fit a weapon. The commando can. Not exactly comparable nor viable. With a proto scrambler this AK max ehp fit is approx 20-30 PG over capacity.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
3232
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Posted - 2014.07.24 14:30:00 -
[597] - Quote
FabryX10 wrote:Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying. For the record, Scouts are by and large in favor of Assault buffs.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Onslaught Inc RISE of LEGION
11223
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Posted - 2014.07.24 14:32:00 -
[598] - Quote
Adipem Nothi wrote:FabryX10 wrote:Please stop crying. You are ridiculous. Surely, all scouts and heavies... I always played my UP Caldari assault or logi. Now let us try new layouts and ehp before crying. Never seen posts like these when scouts and heavies got OP BUFF. So, please stop crying. For the record, Scouts are by and large in favor of Assault buffs. Of course you are. That means more targets that can't take 4 shotgun blasts Or survive charged nova knives
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
3232
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Posted - 2014.07.24 14:35:00 -
[599] - Quote
Killer's Coys wrote:Maybe those people (who cry) don't want a new fit to be good, because rhey have choose a fit (scout) which was good to make the assault's job, but after the hotfix, the scouts will not be able to make assault's job, and they don't like it Not sure who you speaking for, but you sure as sh!t aren't speaking for Scouts. It was our idea to nerf "assault lite" and we've backed the Assault buffs from the beginning. Get your facts straight.
Shoot scout with yes...
- Ripley Riley
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BL4CKST4R
Villore Sec Ops Gallente Federation
2858
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Posted - 2014.07.24 14:48:00 -
[600] - Quote
CCP Rattati wrote:
The Amarr fit you shared can't fit a weapon. The commando can. Not exactly comparable nor viable. With a proto scrambler this AK max ehp fit is approx
The path is clear however, this overemphasis of eHP buffing has to be countered, simply by increasing PG of plates, it is obvious and imminent.
I don't think increasing the PG of plate is a good idea even with the PG increases my protofits Gallente assault cam barely fit a tank (compared to the other protofit tanks ive made) while also fitting a good weapon, I have to sacrifice a grenade and use a compact nanohive and this is with a enhanced shield extender and one enhanced + complex damage modifier and a advanced side arm. There is no way for my to fit all proto without spending a ton of SP into PG skills for my weapons.
Edit: the reason my other protofits can get a much better tank is because I am making rep tanked shield suits and pure armor tank amarrs. Vs a rep tanked Gallente, regardless it still struggles with PG a little bit.
supercalifragilisticexpialidocious
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