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Author |
Thread Statistics | Show CCP posts - 24 post(s) |
JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.06 23:53:00 -
[1] - Quote
CCP Rattati wrote: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 NumbersFor 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 Kinda disappointed with cal assault hp buff, only 275 shields from 210, could have just left armor alone and buffed to 310 shields...
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:14:00 -
[2] - Quote
CCP Rattati wrote: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. Hey umm ratati, you do realize the cal sent will be underpowered now, right? Best we'll get is 700 shields 50 rep rate, and everybody said keep the high slots to 4...
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:29:00 -
[3] - Quote
Mr Hakyou wrote:Mauren NOON wrote:I iz stoopid end cennot read Explain... There.
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:31:00 -
[4] - Quote
But, ccp, why does the shield tanking heavy only have 3 high slots? Everybody wanted it to be at 4, now all cal heavies have even less of a chance to kill other heavies or survive.....I didn't use 2.4 mil sp to get the same slots as minmatar...
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:35:00 -
[5] - Quote
Mauren NOON wrote:JRleo jr wrote:Mr Hakyou wrote:Mauren NOON wrote:I iz stoopid end cennot read Explain... There. Yep. That explains it. But why does the overheat go down by advancing tiers? Just a question Because.
Barely any difference between the tiers so why not.
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:43:00 -
[6] - Quote
The dark cloud wrote:The 2 low slots will come in handy when im gonna put 2 complex regulators on. Puts the regular recharge delay from 4 secs down to something like 1.5 secs. And the depleted delay will be 0.5 And then the crap hp and the crap regen rate, as almost all heavies get reps, not balanced, there was no reason to nerf the cal sent.
If anything, it needed a buff.
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JRleo jr
Xer Cloud Consortium
198
|
Posted - 2014.08.07 01:19:00 -
[7] - Quote
Cheydinhal Guard wrote:So you're still buffing Pythons and simultaneously nerfing swarms? This a bad idea, Rattati. Very bad.
And you aren't actually changing the Logi slots? Such a shame. I was really looking forward to that extra low slot. I hardly think 60 damage will do anything, if I remember it was 60 less damage.
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 01:30:00 -
[8] - Quote
Hey, person who runs protofits, could you please update it?
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JRleo jr
Xer Cloud Consortium
198
|
Posted - 2014.08.07 02:09:00 -
[9] - Quote
Cyrus Grevare wrote:JRleo jr wrote:Hey, person who runs protofits, could you please update it? Doing some of it now, though I won't be able to update ALL item variants till we get a new SDE. Saw the update on my suit, 600 shields and 1.6s delay...mmmm.
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JRleo jr
Xer Cloud Consortium
200
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Posted - 2014.08.07 04:00:00 -
[10] - 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 was op vs shield suits, fully automatic, plus the overheat function had no purpose because of how slow it was.
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:16:00 -
[11] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:JRleo jr wrote:CCP Rattati wrote: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 NumbersFor 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 Kinda disappointed with cal assault hp buff, only 275 shields from 210, could have just left armor alone and buffed to 310 shields... BUT, it's good enough. With one and two low slots at basic and advanced , you will be happy and thankful about the armor buff and the shield changes , more shields add them . My fitting has 600.6 shields, 50 rep rate, and 1.6s delay, I'm glad now.
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:29:00 -
[12] - Quote
Mauren NOON wrote:JRleo jr wrote: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 was op vs shield suits, fully automatic, plus the overheat function had no purpose because of how slow it was. Have you tried shooting an armor heavy? It's not op......it does 80% to armor.....over half the people I fight wear armor based suits. And I have overheated in my commando so don't know where you got your info from Just because it isn't super effective vs armor doesn't mean it's op. And I used it, similar dps to armor only op vs shields with tight hipfire.
Have you ever used an ar or rr vs a decent heavy?
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:34:00 -
[13] - Quote
Mauren NOON wrote:MINA Longstrike wrote: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...) >.> What's the point in having a heat mechanic on a weapon that takes 2 full magazines of firing at commando 5 to overheat? (aka it doesn't overheat ever). Does it need to overheat? It gets outclassed by many rifles. Not really. It has near dps of an ar vs armor, and better hipfire.
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:40:00 -
[14] - Quote
Mauren NOON wrote:JRleo jr wrote:Mauren NOON wrote:MINA Longstrike wrote: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...) >.> What's the point in having a heat mechanic on a weapon that takes 2 full magazines of firing at commando 5 to overheat? (aka it doesn't overheat ever). Does it need to overheat? It gets outclassed by many rifles. Not really. It has near dps of an ar vs armor, and better hipfire. Better hip fire huh? Dispersion says otherwise....I've used an AR and AR has better hipfire Umm, no.
The AScR has better hipfire accuracy, basically same dps vs armor that of an ar, and extremely high shield dps.
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 05:20:00 -
[15] - 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.
I don't know what you have problems with, but I 3 shot pythons, 1 shot forces them to flee.
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JRleo jr
Xer Cloud Consortium
202
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Posted - 2014.08.07 07:41:00 -
[16] - Quote
Breakin Stuff wrote:Count again. 5 slots each on sentismell as always. They swapped amarr and gallente layouts and matched caldari with minmatar at 3/2 at prototype.
Its dumb. The caldari should keep 4/1 Ikr?
They need to buff base stats for the cal heavy if they proceed with slot layout.
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JRleo jr
Xer Cloud Consortium
208
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Posted - 2014.08.07 10:00:00 -
[17] - Quote
Broonfondle Majikthies wrote:Wow
I never thought I'd see the day that my poor Min Scout that has been largely poked at and made fun of will suddenly be a fit everyone wants to try. Even if its only to knife a tank to death.
Not sure how I feel about that... Here, I'll help.
Everyone wants to try it and I'm afraid it will be nerfed sometime.
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JRleo jr
Xer Cloud Consortium
208
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Posted - 2014.08.07 10:32:00 -
[18] - Quote
CCP Rattati wrote: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 Ah, good. And sorry to ask, buuuut, do you have an eta on hf charlie?
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JRleo jr
Xer Cloud Consortium
217
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Posted - 2014.08.07 16:53:00 -
[19] - Quote
Wis Legend wrote:Why increase militia items and decrease prototype items ...? And not lower SP cost ? What?
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JRleo jr
Xer Cloud Consortium
221
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Posted - 2014.08.07 18:00:00 -
[20] - Quote
Wis Legend wrote:JRleo jr wrote:Wis Legend wrote:Why increase militia items and decrease prototype items ...? And not lower SP cost ? What? Looks at Swarm Launchers and HMGs. What? I've been up nearly 24 hours, so explain.
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JRleo jr
Xer Cloud Consortium
221
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Posted - 2014.08.07 18:34:00 -
[21] - Quote
...
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JRleo jr
Xer Cloud Consortium
222
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Posted - 2014.08.07 19:13:00 -
[22] - 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. 1, use a cal assault with 3 regs 2, the reg really helps.
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JRleo jr
Xer Cloud Consortium
222
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Posted - 2014.08.07 19:15:00 -
[23] - Quote
Anna Cleta wrote:MEDICO RITARDATO 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.
Will the pg and cpu of calsentinel be different? With Charlie HF, CalSent will be PG and cpu poor. My regen cal sent is basically dead if I remember the cpu correctly, or if proto fits was lying to me.
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JRleo jr
Xer Cloud Consortium
222
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Posted - 2014.08.07 19:17:00 -
[24] - Quote
CCP Rattati wrote: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 Appolgy accepted, need some ho advantage over my assault...
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JRleo jr
Xer Cloud Consortium
224
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Posted - 2014.08.07 19:23:00 -
[25] - Quote
CCP Rattati wrote:I know Logibro is very excited about Nova Knife fitting optimizations If I had the sp, I would love that and put them on all my fittings for the stealth and quick kill from behind.
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JRleo jr
Xer Cloud Consortium
259
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Posted - 2014.08.10 05:13:00 -
[26] - Quote
CCP Rattati wrote: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. *grins evily*
So, how about that balic suit you guys were tweaking?
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