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Thread Statistics | Show CCP posts - 24 post(s) |
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CCP Rattati
C C P C C P Alliance
5150
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Posted - 2014.08.06 23:20:00 -
[1] - Quote
Dear players,
the final numbers have gone into QA testing and eventual deployment. As per usual, a Devblog will be posted after the hotfix has been successfully deployed.
You can find them here: Hotfix Charlie - Final Numbers For those that have been following the Hotfix Charlie discussions and thread, there should be no surprises.
Thanks everyone for your feedback and your enthusiasm
Feel free to discuss Hotfix Charlie here, in a constructive and polite manner
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Logibro
C C P C C P Alliance
8872
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Posted - 2014.08.06 23:53:00 -
[2] - Quote
Vitharr Foebane wrote:Did the burst HMG changes not make it through? Other then that, looking forward to frying mercs with those new DMG mods on my LR.
They'll be there in a moment.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Rattati
C C P C C P Alliance
5156
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Posted - 2014.08.06 23:58:00 -
[3] - Quote
Aero Yassavi wrote:Are the scouts, logistics, and commandos going to get new slot layouts according to that matrix? Or just assault and sentinel for now?
Just Assault and Sentinels. Not even saying "for now", because that implies that the rest will happen. Maybe, if we think it's the right way to go, but that's a discussion for another time.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Logibro
C C P C C P Alliance
8874
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Posted - 2014.08.07 00:29:00 -
[4] - Quote
The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet?
Reference numbers.
The Large Blaster change is an increase to the dispersion decay rate. This means that it recovers accuracy more quickly, which while not helping when you just hold the trigger allows you to pulse your fire and retain more accuracy.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Logibro
C C P C C P Alliance
8877
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Posted - 2014.08.07 01:19:00 -
[5] - Quote
Mr Hakyou wrote:.... wait, you're changing the Assault bonus to Grenade fitting reduction?
Adding on top of all the existing ones.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Rattati
C C P C C P Alliance
5176
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Posted - 2014.08.07 10:25:00 -
[6] - Quote
Bojo The Mighty wrote:disappointed that module efficacy bonuses could've replaced straight ewar bonuses
We said repeatedly that any efficacy bonuses would be considered for Delta, too many changes at once plus we want to group changes that need localization QA together.
"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
5176
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Posted - 2014.08.07 10:26:00 -
[7] - Quote
Bojo The Mighty wrote:I don't understand if Large blaster dispersion is getting nerfed or if small blaster dispersion is getting nerfed, the numbers are without units...
These numbers don't have units, they are unreal nomenclature
Small Blasters way less dispersion Large Blasters faster recovery - similar dispersion, so controlled bursts are more accurate
"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
5176
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Posted - 2014.08.07 10:27:00 -
[8] - Quote
The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet?
Moved to Delta
"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
5176
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Posted - 2014.08.07 10:28:00 -
[9] - Quote
Adipem Nothi wrote:\o/ You're still here with us! Any word on Vehicles in Ambush OMS?
We want to see how Ambush OMS works with new installations, it should be quite different and hopefully more fun. We will poll the community a few weeks into Charlie and see what you guys think
"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
5177
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Posted - 2014.08.07 10:33:00 -
[10] - Quote
mollerz wrote:The PG on a min scout is still not there despite these meager changes.
Kincats and Codebreakers and Nova Knifes all got a PG reduction, that should translate directly into your Minmatar fit. I explained the reasoning for not buffing Minmatar Scout PG, as they already have a fair PG compared to the other Scouts.
"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
5177
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Posted - 2014.08.07 10:35:00 -
[11] - Quote
Cyrus Grevare wrote:On the slot layout table for sentinels, prototype suits are standardized to 4 slots as standard assaults? or is that an error?
Error and fixed, thanks!
"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
5177
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Posted - 2014.08.07 10:37:00 -
[12] - Quote
Louis Domi wrote:No change for heavy damage mods? Also you nerfed the assualt scrambler? Who complains about it? Also on your Dropsuit graph it shows caldari has only 109 armor currently, but it has 120 currently Concerning the balacs, who has those? I've never seen one. Also Good for the increase orbitals You're killing me with caldari heavy cpu/pg nerf, gotta change my AV fit and don't even get a low slot till proto... but i guess since SL got a buff/nerfI outta use them more now. No real reason to use proto,100 damage above adv wouldn't really be worth money. Forgot to add how grateful I am for installation reps, also please explain to me what AI range is? why is it at 75m?
Thanks for the Caldari hp error, I fixed it in the sheet.
AI range means it won't fire at you until you enter that range.
"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
5177
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Posted - 2014.08.07 10:38:00 -
[13] - Quote
Mauren NOON wrote:Of all the weapons to tweak, you chose the assault scrambler?? Arguably the most balanced rifle in the game and you nerf it?
Ok.........seems to me people need to get their priorities straight...(yes, I'm pointing to you combat rifle...) >.>
It never overheats, just a minor change to fix that. We aren't looking at rifle balance, as there is no need really by looking at the data.
"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
5177
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Posted - 2014.08.07 10:44:00 -
[14] - Quote
Nothing Certain wrote:I am pretty pessimistic about this update. Alpha and Bravo were marked by bringing very conservative changes to things that were obviously imbalanced. Charlie is making very aggressive changes to things that are not clearly imbalanced but in need of tweaking. Page by page.
Assaults Dropsuit changes-needed and seems to be in line with what is needed.
Sentinel Dropsuit-WTF? dropping CPU and PG by 40 or 50% is drastic. Yes, they needed to be nerfed in fitting ability but only a 15% change or so was called for.
Scout suits- IDK, the subtleties of ewar I will leave to others, what is clear is that the suit most in need of change, the Min suit, with the easiest change to make, adding PG, was left out in the cold, establishing it clearly as the worst scout suit in the game.
Various-Seems OK to me.
Vehicles-Increasing shields by 500? Why? Bad idea that will haunt us all. Increased recall time is a small improvement. Entry/exit time is more important but we have gone over that as not being fixable.
Slot layout- IDK
Dropsuit eHP-Looks fine to me
Weapons-Like the changes to 4 missiles and leveling of the tiers but the nerf to proto was completely unnecessary, it makes proto pretty much pointless. HMG changes, well, we'll see. I like the approach.
Turrets-Seems Ok.
Modules-I think the greater difference in tier for damage mods was needed. Why not Heavy Damage Mods though?
Turrets-Yes, and something I have long advocated. HP on installations seems excessive to me though, but after clamoring for this change since I started the game I don't feel I can criticize it.
My personal opinion on this is that you seem to have a grudge against me personally this update. I am pretty close to a dedicated AV guy. My forge suit will be much harder to fit now and I don't know if I can make it both effective and survivable. My nemesis, the Python, will be made 500 shield points harder to kill, while I find them near impossible to kill already. My swarm suit will be getting a significant nerf as well. While I have spent a lot of time and SP investing on going AV, anyone willing to go to ADV swarms will now essentially be as effective as I am. While I approve of the turrets, they will now also be competing with me for AV points, so there will be much less incentive for me to run AV and be killable by everyone else on the field. In short, this update seems poised to hurt the only playstyle I truly enjoy.
Sentinels do not need a damage buff at all, therefore no Heavy Dmg Mod buff
Proto swarm changes can be offset by the Light Damage Mod Buff
By crunching the numbers, you will see that 15% reduction to Sentinel PG is not nearly enough.
Reducing the PG of three Modules that Minmatar scouts use is a buff to them (and some others by proxy)
"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
5177
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Posted - 2014.08.07 10:46:00 -
[15] - Quote
Breakin Stuff wrote:why has the caldari sentinel slot layout changed, exactly? I think the suit was just fine with 4 highs, since it's frakking pointless to stack 4 damage mods in highs and they need the shield buffer. I'm currently getting shield regen and regulation up and was hoping that the suits would not become more viable for dual-tank. with the shift to minmatar slot layouts it might be more effective to drop a pair of reactive armors in the lows instead of regulators. This is bad. Dualtanking should be harder please, especially with suits that have nightmarishly large shield buffers.
Second: why were Heavy Damage mods capped at 5%? They're pretty crappy (to the point of near-worthlessness), and there are weapon variants (Assault HMG) that utterly lack efficacy because of it, and the boundless isn't going to kill much faster. maybe .02 seconds. I'm not noticing much difference in efficacy between a caldari sentinel with three damage mods and an amarr sent with 1 damage mods in actual combat situations. In both cases it still takes the same number of shots to kill each class of vehicle.
PG/CPU adjustments I'm bluntly happy with, encouraging heavies to fit accordingly weapon-wise is a good thing.
Assault buffs: MASSIVE GORRAM BUFFS! Bout goddamn time. I should fear running into a full squad of caldari shield suits with my tub of ice cream and HMG. This may cause it. Hopefully the buffs balance out well. Are the Templar and ancient basic BPOs being adjusted accordingly?
Swarms: Pretty much get a damage nerf at the proto level. I understand the light damage mods are getting a buff but are the numbers really that high? The performance of swarms is largely lackluster so far. Not as bad as four patches ago, but still lacking. Especially for a weapon class that cannot be targeted at anything smaller than an LAV. I can blap infantry with the forge.
Heat increase for HMG: Will test, not bitching because I can hold that trigger down for damn near ever currently, want to see how the dynamic changes.
Proto HMG reduction in range: Meh. again, will see if the dynamic changes.
Assault Scrambler: Why was the heat increased? Bluntly the weapon is underused if anything. I see that weapon in play rarely at best.
Reactive plates: My gut says the armor rating on them should be 80 at PRO, not 60. Will test.
Dropship shields: Are we going to be introducing shield-cracking AV weapons that can HIT a dropship? You have to be a dumbass for a plasma cannon to connect.
Recall times: You just sealed the fate of a lot of tanks. Thank you.
Loyalty point increases: Please tell me you've increased the base payouts for losing teams as well. currently there is little reason to play FW on sides that habitually lose. Further: Heavy Weapons, Sentinels, Commandos and scouts are almost entirely unrepresented in FW stores. I want assault suits like I want a hole in the head.
Yes, LP payout for losing team is also tripled
"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
5179
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Posted - 2014.08.07 10:47:00 -
[16] - Quote
Cat Merc wrote:Damage before overheat on the Assault SCR is at 1,787.5
For reference: The AR's damage per clip is 2099.4. The ACR's damage per clip is 1,400.8. The ARR's damage per clip is 1,680.
As you can see, the ASCR isn't far behind at all, it's only beaten by the AR, but compared to the AR it has a better ADS, tighter hipfire, faster reloads and around 30~ more meters of range.
And if you regulate your fire, the damage output is at 2,574.
Excellent point, thanks!
"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
5199
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Posted - 2014.08.07 15:58:00 -
[17] - Quote
Arcturis Vanguard wrote:CCP Rattati wrote:The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet? Moved to Delta Introducing a militia hmg will only encourage the continued spam of heavy suits. Heavies should continue being a very specialized and heavy SP costing endeavor for an individual to use in any battle. Granted with the new buffs to assaults, it may not matter if a militia variant is released but I'm a little apprehensive at the moment without experiencing the new dynamics come hot fix Charlie.
It's going to be pretty hard to use, just good enough to give a taste to new players.
"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
5224
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Posted - 2014.08.07 17:43:00 -
[18] - Quote
All of you who have pointed out the Cal sentinel slot layout. Thanks.
During the slot layout discussion (40 pages), we were debating the "universal" matrix, and the fact that 5 slot Caldari suits had differing needs. Specifically the Caldari scout needed 2 slots to be able to dampen properly like the other 3. The discussion went back and forth, and into whether double regulators in low or an armor rep woudn't be a solid choice for CA sentinels.
The final result was to go back to 4-1, and make the CA scout exception to the universal matrix, and footnote it for everyone to remember why that happened. And then we (or I to take the blame) forgot to make that change because the 3-2 argument was pretty good.
All that said and done, we are reverting the CA sentinels to 4-1, effective immediately.
Again, thanks everyone.
"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
5239
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Posted - 2014.08.07 19:16:00 -
[19] - Quote
The dark cloud wrote:CCP Rattati wrote:All of you who have pointed out the Cal sentinel slot layout. Thanks.
During the slot layout discussion (40 pages), we were debating the "universal" matrix, and the fact that 5 slot Caldari suits had differing needs. Specifically the Caldari scout needed 2 slots to be able to dampen properly like the other 3. The discussion went back and forth, and into whether double regulators in low or an armor rep woudn't be a solid choice for CA sentinels.
The final result was to go back to 4-1, and make the CA scout exception to the universal matrix, and footnote it for everyone to remember why that happened. And then we (or I to take the blame) forgot to make that change because the 3-2 argument was pretty good.
All that said and done, we are reverting the CA sentinels to 4-1, effective immediately.
Again, thanks everyone.
What you are not going to change it to a 3-2 layout on proto? God damnit and there i was saving SP for regulators and hoping for a quick recharging shield heavy. I really wanted that 1.6 recharge delay and 0.5 depleted. Ah well there goes my hope and im not gonna us a regulator on my caldari sentinel.
sorry
"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
5244
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Posted - 2014.08.07 19:21:00 -
[20] - Quote
I know Logibro is very excite about Nova Knife fitting optimizations
"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
5279
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Posted - 2014.08.07 23:48:00 -
[21] - Quote
Roger Cordill wrote:So.... back to Uprising 1.0-1.6 for vehicle vs. AV but kinda ****** vehicle combat as well? kk.
EDIT: Oh, I see that you're putting further nerfs to blasters, as well as making turrets even harder to kill, without taking the AI away. Good job. This is why I can't play dust anymore. Bullshit like this.
I can only suggest that you reread the threads.
Both blasters are getting buffed and AI range is reduced drastically to compensate for higher ehp
"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
5279
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Posted - 2014.08.07 23:53:00 -
[22] - Quote
Crimson ShieId wrote:Now, I don't know if this was asked or not, but in terms of the AI range, I'm a bit confused. It says the range is 75 meters. Does that mean turrets won't fire on you at all if you're out of that range? Will they start firing on you immediately once you enter that range? If you shoot a rail turret from 80 meters out with a forge gun, will it fire on you, or do you have to enter its' effective range before it does anything?
The dev blog will explain a bit better
The old AI was the same range as the weapon range, it would start tracking you when you entered that range. Now, it will not track or attack you until you enter 75 m. If you attack it, it will respond to the attack up to its maximum range 250 m or so. So there is a dead space that you can use to maneuver within. Also, it will prefer vehicles and not even fire at Infantry, unprovoked, even within 75m. But will always return fire.
"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
5279
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Posted - 2014.08.07 23:57:00 -
[23] - Quote
Alldin Kan wrote:Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it.
Let me take a look tomorrow. It was one of the things that has bothered me, especially that Minmatar ehp reduction is more than the amarr ehp bonus, compared to the other two. For scouts its the same number, but not for the rest of the dropsuits.
"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
5330
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Posted - 2014.08.09 21:56:00 -
[24] - Quote
NextDark Knight wrote:Putting down my drink again :
Would CCP Rattati or the Community be against putting in a AUR/LP variant of the Caldari Heavy Suit with the proposed 3 High and 2 Low Caldari Sentinel CK.0? I know it just got removed a few posts ago, but think about it for community testing purposes. It would be interesting to see something different we could choose to spent AUR or LP. That AUR and LP can be used to test a prototyped design variant. Don't add any new skins or anything just the new prototype item with the 3 / 2 layout.
this is a pretty good idea actually. It's now on the list.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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