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Author |
Thread Statistics | Show CCP posts - 24 post(s) |
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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 -
[121] - 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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Cat Merc
Onslaught Inc RISE of LEGION
11539
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Posted - 2014.08.07 11:25:00 -
[122] - Quote
CCP Rattati wrote: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! Can I now have a good Gal Assault bonus? ;(
Feline overlord of all humans - CAT MERC
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1804
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Posted - 2014.08.07 11:41:00 -
[123] - Quote
why is Caldari Sentinel going to 3/2 slot layout? |
DeathwindRising
ROGUE RELICS Dark Taboo
503
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Posted - 2014.08.07 12:09:00 -
[124] - Quote
Cat Merc wrote:CCP Rattati wrote: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! Can I now have a good Gal Assault bonus? ;(
weapon damage? |
MEDICO RITARDATO
Dead Man's Game
145
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Posted - 2014.08.07 12:50:00 -
[125] - Quote
Why you nerf my calsentinell?
...
Respec
CCP why you hate shield???
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shaman oga
Nexus Balusa Horizon
2626
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Posted - 2014.08.07 13:28:00 -
[126] - Quote
So, when it will be deployed? Tomorrow? Tuesday?
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Cat Merc
Onslaught Inc RISE of LEGION
11541
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Posted - 2014.08.07 13:58:00 -
[127] - Quote
DeathwindRising wrote:Cat Merc wrote:CCP Rattati wrote: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! Can I now have a good Gal Assault bonus? ;( weapon damage? ROF, Clip size, reload speed, literally anything is better than what I have now :|
Feline overlord of all humans - CAT MERC
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Cody Sietz
SVER True Blood Dark Taboo
3787
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Posted - 2014.08.07 14:12:00 -
[128] - Quote
Dang it, the Gallente heavy is losing it's low slot but ain't getting more base repair. *sad panda*
Oh well, everything else looks great and I'm super excited!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Apothecary Za'ki
Biomass Positive
262
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Posted - 2014.08.07 14:18:00 -
[129] - Quote
The dark cloud wrote:Apothecary Za'ki 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 feedback.-proposed WP cost for orbital.. ty it at 3000-4000 first. -50% nova knife dmg vs vehicles? is that +/- ? please clarify -your missing militia and std burst hmg values -5% fitting for grenades on assault?! thats USELESS! try light weapon fitting or max ammo. -sidearm damage amps should be 5/7/9 -missile turret range try at 750-1000 - other turret ranges should be similar to those of HAV turrets -installation repair rate 40hp/s across the board everything else looks ship shape.. when you gonna apply the hotfix? Nova knifes deal 50% of their damage vs vehicles. Militia and STD burst HMG's do not exist. And the assaults getting fitting bonus for light weapons,sidearms AND grenades on top of it. ah ok i thought on the spreadsheet it only said 5% fitting for nades.. and 50% dmg on nova knives isnt bad.. charged up on a minja your maybe talking 700 dmg vs a vehicle?
> LogiBro in Training
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Jace Silencerwolf
Outcasts For Hire
7
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Posted - 2014.08.07 14:28:00 -
[130] - Quote
CCP Rattati wrote: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.
lol really? try running a Minnie scout with com kin cats on the low side from basic to proto and see what your pg is then. at least 2 pg buff the Minnie scouts would be nice. it is not like the another scout suits have to worry about pg I have 3 of the 4 scouts proto lol Minnie is by far is the one who runs out of pg. |
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Haerr
Legio DXIV
1172
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Posted - 2014.08.07 14:48:00 -
[131] - Quote
Neat. |
Arcturis Vanguard
Murphys-Law
229
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Posted - 2014.08.07 15:03:00 -
[132] - Quote
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.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
4917
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Posted - 2014.08.07 15:57:00 -
[133] - Quote
Is there a ETA on when the new officer weapons will be added to the game?
Earn 500Mil
EVE 21 Day Trial
Chat Channel: Vik PC
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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 -
[134] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1808
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Posted - 2014.08.07 16:01:00 -
[135] - Quote
can we please get an answer on why the caldari sentinel slot layout is changing? |
Super Sniper95
Dem Durrty Boyz General Tso's Alliance
148
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Posted - 2014.08.07 16:17:00 -
[136] - Quote
Mr Hakyou wrote:Ekrano Fergus wrote:Mr Hakyou wrote:.... wait, you're changing the Assault bonus to Grenade fitting reduction? I'm not a fan of this. The current bonus to assaults worth so much more than the grenade bonus. it's essentially a nerf. No they are apparently adding the bonus on top of the other bonuses. It should be better a +5% grenade cappacity per level. But thats ok then
Caldari Logistics V, Caldari Assault V, Caldari Scout V, Minmatar Logistics V, Minmatar Assault V, Gallente Scout V. Meh
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Wis Legend
Capital Acquisitions LLC General Tso's Alliance
9
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Posted - 2014.08.07 16:44:00 -
[137] - Quote
Why increase militia items and decrease prototype items ...? And not lower SP cost ? |
JRleo jr
Xer Cloud Consortium
217
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Posted - 2014.08.07 16:53:00 -
[138] - Quote
Wis Legend wrote:Why increase militia items and decrease prototype items ...? And not lower SP cost ? What?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Doc DDD
TeamPlayers
270
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Posted - 2014.08.07 17:27:00 -
[139] - Quote
Still not a fan of Cal Sentinal slot layout change, as it is shield based.
the rest seems good, range on a cal scout while gal scout picks up precision? i predict nobody running precision enhancers or range extenders in the future.... maybe amar scout |
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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 -
[140] - 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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Wis Legend
Capital Acquisitions LLC General Tso's Alliance
9
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Posted - 2014.08.07 17:44:00 -
[141] - Quote
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. |
JRleo jr
Xer Cloud Consortium
221
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Posted - 2014.08.07 18:00:00 -
[142] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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idlerowl
Old-Type
5
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Posted - 2014.08.07 18:18:00 -
[143] - Quote
OK
I'm waiting Charlie.
friday? or tuesday?
JUST waiting Charlie.
come on Charlie.
http://www.chara-net.com/images-item-big/page-8342.jpg |
Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
4917
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Posted - 2014.08.07 18:21:00 -
[144] - Quote
Viktor Hadah Jr wrote:Is there a ETA on when the new officer weapons will be added to the game?
Earn 500Mil
EVE 21 Day Trial
Chat Channel: Vik PC
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1811
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Posted - 2014.08.07 18:25:00 -
[145] - Quote
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.
You rock dude. I'm bluntly loving the Caldari and minmatar sentinels for sheer insanity factor, and the other two for brawling.
The sentinels are fun, and I look forward to assault suits being worth a poke as well. |
JRleo jr
Xer Cloud Consortium
221
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Posted - 2014.08.07 18:34:00 -
[146] - Quote
...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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MEDICO RITARDATO
Dead Man's Game
146
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Posted - 2014.08.07 18:58:00 -
[147] - Quote
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?
CCP why you hate shield???
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Anna Cleta
Namtar Elite Gallente Federation
1
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Posted - 2014.08.07 19:04:00 -
[148] - Quote
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 poor. |
The dark cloud
The Rainbow Effect
3877
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Posted - 2014.08.07 19:07:00 -
[149] - Quote
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.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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iliel
0uter.Heaven
82
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Posted - 2014.08.07 19:09:00 -
[150] - Quote
Please return precision to the Caldari scout. This bonus was the reason why people chose the suit. Moreover, CCP knew this when they reduced and then erased the Cal Scout's range bonus in Hotfixes Alpha and Bravo.
The ability to scan suits other than heavies is essential to the Cal Scout's role. If this means getting rid of the worthless 50 meter range bonus, then so be it. Should this also mean that the Cal Scout has no dampening bonus, then that is fine too.
I mean: for all I care, give Cal the NK bonus and precision bonus and give the dampening and kincats to the Min.
The point is that the Cal Scout either ought to be able to see its attacker within meters of the attacker's attack or neither the cal scout nor its attacker ought to see each other.
For additional details, see this thread: https://forums.dust514.com/default.aspx?g=posts&t=171179&find=unread. |
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