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Thread Statistics | Show CCP posts - 24 post(s) |
Mortishai Belmont
G.L.O.R.Y Dark Taboo
161
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Posted - 2014.08.10 08:16:00 -
[241] - Quote
Okay, two things... That's all I want to know, just please answer these two questions...
1. Am I getting a respec.? I Chose the Gallente heavy over the Amarr because of the 4 low slots, because I liked the Amarr before you guys added in the new suits, and now you guys are changing it. Just wondering if I'm getting completely screwed like this is a big joke being played on me...
2. Is there a release date? Or a month in which you think it might possibly happen, or within the current year?
G.L.O.R.Y solider,
Master of the Gallente Heavy
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Nocturnal Soul
Immortal Retribution
3878
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Posted - 2014.08.10 09:07:00 -
[242] - Quote
Mortishai Belmont wrote:Okay, two things... That's all I want to know, just please answer these two questions...
1. Am I getting a respec.? I Chose the Gallente heavy over the Amarr because of the 4 low slots, because I liked the Amarr before you guys added in the new suits, and now you guys are changing it. Just wondering if I'm getting completely screwed like this is a big joke being played on me...
2. Is there a release date? Or a month in which you think it might possibly happen, or within the current year?
No
Most likely within the month
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6539
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Posted - 2014.08.10 13:27:00 -
[243] - 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.
That's bordering awfully close to the mentality we were trying to get away from in that certain items were only available to Aurum users. EDIT: In fact, unless an LP option is given, that's exactly what it is.
No More Excuses
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NextDark Knight
Hellstorm Inc League of Infamy
448
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Posted - 2014.08.10 16:24:00 -
[244] - Quote
Aeon Amadi wrote: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. That's bordering awfully close to the mentality we were trying to get away from in that certain items were only available to Aurum users. EDIT: In fact, unless an LP option is given, that's exactly what it is.
Not sure if you read the part where is said "AUR/LP".
> LP represents the Loyalty point store.
CCP has been really good about the balance between AUR and ISK/LP variant items. I think they are extra sensitive to the community so this will be a non-issue.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6540
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Posted - 2014.08.10 16:54:00 -
[245] - Quote
NextDark Knight wrote:Aeon Amadi wrote: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. That's bordering awfully close to the mentality we were trying to get away from in that certain items were only available to Aurum users. EDIT: In fact, unless an LP option is given, that's exactly what it is. Not sure if you read the part where is said "AUR/LP". > LP represents the Loyalty point store. CCP has been really good about the balance between AUR and ISK/LP variant items. I think they are extra sensitive to the community so this will be a non-issue. Hopefully this "Charley" Caldari Heavy makes it's way into Charley release. This will open the door in the future, Loyalty point store and AUR users alike will have something interesting to spend time and resources. This is with the caveat it has successful results, there is nothing wrong with giving a little shack up from the ISK variant.
Yeah, thanks for that, don't know what I would have done if I hadn't had you to reinforce that fact - what with me mentioning "Unless an LP option is given". And [redacted] me, if I wouldn't have had you here to inform me, I would have NEVER known what LP was! Two years I've been here and I've never understood what people talk about when they say "LP". I was like a lost child playing with a fork near a light socket.
Sarcasm aside - Yes, I'm fully [redacted] aware of what LP is and I'm absolutely POSITIVE that I did, in fact, mention it in my post considering that you even -quoted- the damn thing.
EITHER WAY.... I'm iffy about it because then it pretty much obligates players to engage in FW or spend real money. I didn't like the Specialist weapons and upgraded Equipment being FW only for that very reason and without a player market it only reinforces the point. That being said, throwing up -more- items on the LP store that can only be obtained there or through Aurum doesn't help the situation.
Not to mention the fact that we're considering adding 'prototype play test' items onto FW without having the stuff that people -actually use on a day-to-day basis-. It's kinda jacked up, all things considered, when you consider that many items aren't available on the LP store (and likely won't be for sometime) and FW doesn't give ISK payouts.
And this isn't even touching on the fact that we have yet to balance the suits we already have let alone adding Type-II's. Just saying, why don't we solve problems before adding more..?
No More Excuses
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Sgt Kirk
Fatal Absolution
7124
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Posted - 2014.08.10 17:50:00 -
[246] - Quote
Yeah CCP. You'd be biting off more than you guys can chew (which is a common error with you guys) if you tried to add another suit in the game before the others ones were even near balanced.
See the Commando suit for example. We all could have lived without the suit. Some, like me, even protested against it, saying it would get in the way of the suits we have now but you guys decided to go right on your merry way thinking the community doesn't know jack squat about game balance and here you guys are today saying that "Maybe we should get rid of the suit, it gets in the way of other things". Which is what the smart members of the community said would happen in the beginning.
Let's just focus on the Balance and the problems at hand now please, that's the major issue with DUST.
We have a lot of weapons, suits, but only some are viable. Instead of adding new crap to the pile, why not fix what we have and make the crap pile more pleasant to be around.
This is all assuming the team working on DUST isn't big enough to be spread around, if there are a nice size of people working on DUST then please, go for it but from what I've seen that's not the case.
see you space cowboy...
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Temias Mercurial
Knights Of Ender RISE of LEGION
150
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Posted - 2014.08.10 18:00:00 -
[247] - Quote
Aeon Amadi wrote:NextDark Knight wrote:Aeon Amadi wrote: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. That's bordering awfully close to the mentality we were trying to get away from in that certain items were only available to Aurum users. EDIT: In fact, unless an LP option is given, that's exactly what it is. Not sure if you read the part where is said "AUR/LP". > LP represents the Loyalty point store. CCP has been really good about the balance between AUR and ISK/LP variant items. I think they are extra sensitive to the community so this will be a non-issue. Hopefully this "Charley" Caldari Heavy makes it's way into Charley release. This will open the door in the future, Loyalty point store and AUR users alike will have something interesting to spend time and resources. This is with the caveat it has successful results, there is nothing wrong with giving a little shack up from the ISK variant. Yeah, thanks for that, don't know what I would have done if I hadn't had you to reinforce that fact - what with me mentioning "Unless an LP option is given". And [redacted] me, if I wouldn't have had you here to inform me, I would have NEVER known what LP was! Two years I've been here and I've never understood what people talk about when they say "LP". I was like a lost child playing with a fork near a light socket. Sarcasm aside - Yes, I'm fully [redacted] aware of what LP is and I'm absolutely POSITIVE that I did, in fact, mention it in my post considering that you even -quoted- the damn thing. EITHER WAY.... I'm iffy about it because then it pretty much obligates players to engage in FW or spend real money. I didn't like the Specialist weapons and upgraded Equipment being FW only for that very reason and without a player market it only reinforces the point. That being said, throwing up -more- items on the LP store that can only be obtained there or through Aurum doesn't help the situation. Not to mention the fact that we're considering adding 'prototype play test' items onto FW without having the stuff that people -actually use on a day-to-day basis-. It's kinda jacked up, all things considered, when you consider that many items aren't available on the LP store (and likely won't be for sometime) and FW doesn't give ISK payouts. And this isn't even touching on the fact that we have yet to balance the suits we already have let alone adding Type-II's. Just saying, why don't we solve problems before adding more..?
With FW payouts being far lesser than regular isk payouts, and they still will be in Charlie, is it really that big of an issue that people who put greater effort into something get greater rewards? At least you can AFK isk farm and get 80 to 100k a match, but that is simply not possible in FW, where in the majority of cases you will need a full team in order to win.
Suits are a little iffy in the department of making them stronger than other varients, but weapons that have no other performance effecting boost other than reduced to ADV levels cpu/pg, and equipment that is marginally better, is not that big of an issue when the majority of players only bring them out for PC's. Unless you play 24/7 and stockpile LP of your preferred in FW, it's a rare encounter to even see specialist weapons and pubs. It's not that big of an issue when it's hardly ever there...
Honestly, I don't believe that we even need to give isk payouts in FW. It's not hard to make when running cheap suits. You can't lose what you don't spend. It's even better when you're destroying people with militia or standard gear.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
150
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Posted - 2014.08.10 18:04:00 -
[248] - Quote
Sgt Kirk wrote:Yeah CCP. You'd be biting off more than you guys can chew (which is a common error with you guys) if you tried to add another suit in the game before the others ones were even near balanced.
See the Commando suit for example. We all could have lived without the suit. Some, like me, even protested against it, saying it would get in the way of the suits we have now but you guys decided to go right on your merry way thinking the community doesn't know jack squat about game balance and here you guys are today saying that "Maybe we should get rid of the suit, it gets in the way of other things". Which is what the smart members of the community said would happen in the beginning.
Let's just focus on the Balance and the problems at hand now please, that's the major issue with DUST.
We have a lot of weapons, suits, but only some are viable. Instead of adding new crap to the pile, why not fix what we have and make the crap pile more pleasant to be around.
This is all assuming the team working on DUST isn't big enough to be spread around, if there are a nice size of people working on DUST then please, go for it but from what I've seen that's not the case.
The point of adding the 'play test' suit is to... figure out if it's more/ or less balanced than the current one... and I doubt in the instance that it is indeed over powered, that it would remain in the full duration of Charlie. Kind of the point...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Sgt Kirk
Fatal Absolution
7126
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Posted - 2014.08.10 18:10:00 -
[249] - Quote
Temias Mercurial wrote:Sgt Kirk wrote:Yeah CCP. You'd be biting off more than you guys can chew (which is a common error with you guys) if you tried to add another suit in the game before the others ones were even near balanced.
See the Commando suit for example. We all could have lived without the suit. Some, like me, even protested against it, saying it would get in the way of the suits we have now but you guys decided to go right on your merry way thinking the community doesn't know jack squat about game balance and here you guys are today saying that "Maybe we should get rid of the suit, it gets in the way of other things". Which is what the smart members of the community said would happen in the beginning.
Let's just focus on the Balance and the problems at hand now please, that's the major issue with DUST.
We have a lot of weapons, suits, but only some are viable. Instead of adding new crap to the pile, why not fix what we have and make the crap pile more pleasant to be around.
This is all assuming the team working on DUST isn't big enough to be spread around, if there are a nice size of people working on DUST then please, go for it but from what I've seen that's not the case. The point of adding the 'play test' suit is to... figure out if it's more/ or less balanced than the current one... and I doubt in the instance that it is indeed over powered, that it would remain in the full duration of Charlie. Kind of the point...
You better make a separate game mode for this PlayTest stuff because I sure as hell do not want it ruining my PC and FW matches.
There's more to DUST than just PUB matches you know?
see you space cowboy...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6541
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Posted - 2014.08.10 18:30:00 -
[250] - Quote
Temias Mercurial wrote:
With FW payouts being far lesser than regular isk payouts, and they still will be in Charlie, is it really that big of an issue that people who put greater effort into something get greater rewards? At least you can AFK isk farm and get 80 to 100k a match, but that is simply not possible in FW, where in the majority of cases you will need a full team in order to win.
Suits are a little iffy in the department of making them stronger than other varients, but weapons that have no other performance effecting boost other than reduced to ADV levels cpu/pg, and equipment that is marginally better, is not that big of an issue when the majority of players only bring them out for PC's. Unless you play 24/7 and stockpile LP of your preferred in FW, it's a rare encounter to even see specialist weapons and pubs. It's not that big of an issue when it's hardly ever there...
Honestly, I don't believe that we even need to give isk payouts in FW. It's not hard to make when running cheap suits. You can't lose what you don't spend. It's even better when you're destroying people with militia or standard gear.
You realize you can AFK in FW as well, right..? You get better ISK rewards for having more war-points and actually doing damage to the enemy whereas, in FW, I get the same amount of LP for winning and losing. This is to say, that whether I went 20/0 and we won... or I AFKed in the MCC.. I'm still getting the same amount of LP. Whereas in Pub Matches, I'm getting ISK pay-outs relative to my performance. You still get LP for losing anyway, so it's no big deal to just AFK through the match - you're still getting pay-outs.
And the whole "players only bring them out for PC's" is because of the [redacted] LP payouts. I'd imagine they're going to get a lot more prominent once people are actually getting paid enough LP to purchase them.
Not that this has anything to do with the argument at hand. It has nothing to do with "greater effort = greater reward" it's about exclusive rewards that you absolutely have no other choice of getting UNLESS you engage in that game mode. A game mode that doesn't even cover your losses because of item availability and (even though Charlie touches on this) [redacted] LP payouts. There are a lot of players that would argue with you about whether or not FW should have ISK payouts because of that.
The only reason Specialist weapons, "marginally better" equipment, and now these suits would -ever- be a good idea is if we had a player market with which FW players could sell the stuff to people who -don't- do FW. Without that, it's just one more cog in the great machine of problems. I don't see any functionality in adding a "play-test prototype" to FW and Aurum stores for any reason than encouraging players to fight for one side of FW (something CCP should -NEVER- be involved in) or simply to gain money. Both of which are an atrocity, in my eyes.
Provide an ISK option, and it's not nearly as bad, even though it's still the same Type-II non-sense that we should worry about -AFTER- we work out balance issues that we have -RIGHT NOW-.
No More Excuses
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Doyle Reese
OSG Planetary Operations Covert Intervention
488
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Posted - 2014.08.10 19:01:00 -
[251] - Quote
what about the Gallente Heavies that used to have 1/4 slots? Are you going to add that variant to the AUR/LP store as well? |
NextDark Knight
Hellstorm Inc League of Infamy
449
|
Posted - 2014.08.10 20:04:00 -
[252] - Quote
Yeah, If they end up getting removed it will be like the 80 overdrives I own that where removed but never taken out of the game. They aren't over powered just something different. Or it will end up like the Saga-II.
Hopefully in Delta we will see a Gallente slot variant as well, The Caldari heavy alternative is just a baby step and I'm praying once it's in the game the community will see it as a good thing. If it doesn't work well we tried it for a few months and it'll happily get removed in delta. Doing it in such a small step will be easy to monitor how the player choose or not choose to use it.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Temias Mercurial
Knights Of Ender RISE of LEGION
151
|
Posted - 2014.08.10 21:13:00 -
[253] - Quote
Aeon Amadi wrote:Temias Mercurial wrote:
With FW payouts being far lesser than regular isk payouts, and they still will be in Charlie, is it really that big of an issue that people who put greater effort into something get greater rewards? At least you can AFK isk farm and get 80 to 100k a match, but that is simply not possible in FW, where in the majority of cases you will need a full team in order to win.
Suits are a little iffy in the department of making them stronger than other varients, but weapons that have no other performance effecting boost other than reduced to ADV levels cpu/pg, and equipment that is marginally better, is not that big of an issue when the majority of players only bring them out for PC's. Unless you play 24/7 and stockpile LP of your preferred in FW, it's a rare encounter to even see specialist weapons and pubs. It's not that big of an issue when it's hardly ever there...
Honestly, I don't believe that we even need to give isk payouts in FW. It's not hard to make when running cheap suits. You can't lose what you don't spend. It's even better when you're destroying people with militia or standard gear.
You realize you can AFK in FW as well, right..? You get better ISK rewards for having more war-points and actually doing damage to the enemy whereas, in FW, I get the same amount of LP for winning and losing. This is to say, that whether I went 20/0 and we won... or I AFKed in the MCC.. I'm still getting the same amount of LP. Whereas in Pub Matches, I'm getting ISK pay-outs relative to my performance. You still get LP for losing anyway, so it's no big deal to just AFK through the match - you're still getting pay-outs. And the whole "players only bring them out for PC's" is because of the [redacted] LP payouts. I'd imagine they're going to get a lot more prominent once people are actually getting paid enough LP to purchase them. Not that this has anything to do with the argument at hand. It has nothing to do with "greater effort = greater reward" it's about exclusive rewards that you absolutely have no other choice of getting UNLESS you engage in that game mode. A game mode that doesn't even cover your losses because of item availability and (even though Charlie touches on this) [redacted] LP payouts. There are a lot of players that would argue with you about whether or not FW should have ISK payouts because of that. The only reason Specialist weapons, "marginally better" equipment, and now these suits would -ever- be a good idea is if we had a player market with which FW players could sell the stuff to people who -don't- do FW. Without that, it's just one more cog in the great machine of problems. I don't see any functionality in adding a "play-test prototype" to FW and Aurum stores for any reason than encouraging players to fight for one side of FW (something CCP should -NEVER- be involved in) or simply to gain money. Both of which are an atrocity, in my eyes. Provide an ISK option, and it's not nearly as bad, even though it's still the same Type-II non-sense that we should worry about -AFTER- we work out balance issues that we have -RIGHT NOW-.
You can AFK farm in FW, but the reward of around 70 LP (by default) isn't going to get you much in a 10-15 match, while isk can get you a lot more in that 10-15 time period with 80-100k isk. That's 2 standard suits in LP, and 26-33 standard suits in isk...
You CAN AFK LP farm, but the payout simply ins't the same in comparison.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6542
|
Posted - 2014.08.10 21:30:00 -
[254] - Quote
Temias Mercurial wrote:Aeon Amadi wrote:Temias Mercurial wrote:
With FW payouts being far lesser than regular isk payouts, and they still will be in Charlie, is it really that big of an issue that people who put greater effort into something get greater rewards? At least you can AFK isk farm and get 80 to 100k a match, but that is simply not possible in FW, where in the majority of cases you will need a full team in order to win.
Suits are a little iffy in the department of making them stronger than other varients, but weapons that have no other performance effecting boost other than reduced to ADV levels cpu/pg, and equipment that is marginally better, is not that big of an issue when the majority of players only bring them out for PC's. Unless you play 24/7 and stockpile LP of your preferred in FW, it's a rare encounter to even see specialist weapons and pubs. It's not that big of an issue when it's hardly ever there...
Honestly, I don't believe that we even need to give isk payouts in FW. It's not hard to make when running cheap suits. You can't lose what you don't spend. It's even better when you're destroying people with militia or standard gear.
You realize you can AFK in FW as well, right..? You get better ISK rewards for having more war-points and actually doing damage to the enemy whereas, in FW, I get the same amount of LP for winning and losing. This is to say, that whether I went 20/0 and we won... or I AFKed in the MCC.. I'm still getting the same amount of LP. Whereas in Pub Matches, I'm getting ISK pay-outs relative to my performance. You still get LP for losing anyway, so it's no big deal to just AFK through the match - you're still getting pay-outs. And the whole "players only bring them out for PC's" is because of the [redacted] LP payouts. I'd imagine they're going to get a lot more prominent once people are actually getting paid enough LP to purchase them. Not that this has anything to do with the argument at hand. It has nothing to do with "greater effort = greater reward" it's about exclusive rewards that you absolutely have no other choice of getting UNLESS you engage in that game mode. A game mode that doesn't even cover your losses because of item availability and (even though Charlie touches on this) [redacted] LP payouts. There are a lot of players that would argue with you about whether or not FW should have ISK payouts because of that. The only reason Specialist weapons, "marginally better" equipment, and now these suits would -ever- be a good idea is if we had a player market with which FW players could sell the stuff to people who -don't- do FW. Without that, it's just one more cog in the great machine of problems. I don't see any functionality in adding a "play-test prototype" to FW and Aurum stores for any reason than encouraging players to fight for one side of FW (something CCP should -NEVER- be involved in) or simply to gain money. Both of which are an atrocity, in my eyes. Provide an ISK option, and it's not nearly as bad, even though it's still the same Type-II non-sense that we should worry about -AFTER- we work out balance issues that we have -RIGHT NOW-. You can AFK farm in FW, but the reward of around 70 LP (by default) isn't going to get you much in a 10-15 match, while isk can get you a lot more in that 10-15 time period with 80-100k isk. That's 2 standard suits in LP, and 26-33 standard suits in isk... You CAN AFK LP farm, but the payout simply ins't the same in comparison. BTW: Do you really want to give proto stompers with millions upon millions of isk easy access to specialist weapons and powerful equipment? That would be a nightmare...
210 LP*
Rewards are being tripled across the board. I get the impression some people forget that it's not just your winning payouts that are being increased. And I would much rather Proto Stompers will millions of ISK (such as myself) actually be -SPENDING IT- on something that costs a lot, slowly trickling down the amount of ISK they -do- have as opposed to holding onto it indefinitely.
No More Excuses
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Temias Mercurial
Knights Of Ender RISE of LEGION
151
|
Posted - 2014.08.10 21:51:00 -
[255] - Quote
Aeon Amadi wrote:Temias Mercurial wrote:Aeon Amadi wrote:Temias Mercurial wrote:
With FW payouts being far lesser than regular isk payouts, and they still will be in Charlie, is it really that big of an issue that people who put greater effort into something get greater rewards? At least you can AFK isk farm and get 80 to 100k a match, but that is simply not possible in FW, where in the majority of cases you will need a full team in order to win.
Suits are a little iffy in the department of making them stronger than other varients, but weapons that have no other performance effecting boost other than reduced to ADV levels cpu/pg, and equipment that is marginally better, is not that big of an issue when the majority of players only bring them out for PC's. Unless you play 24/7 and stockpile LP of your preferred in FW, it's a rare encounter to even see specialist weapons and pubs. It's not that big of an issue when it's hardly ever there...
Honestly, I don't believe that we even need to give isk payouts in FW. It's not hard to make when running cheap suits. You can't lose what you don't spend. It's even better when you're destroying people with militia or standard gear.
You realize you can AFK in FW as well, right..? You get better ISK rewards for having more war-points and actually doing damage to the enemy whereas, in FW, I get the same amount of LP for winning and losing. This is to say, that whether I went 20/0 and we won... or I AFKed in the MCC.. I'm still getting the same amount of LP. Whereas in Pub Matches, I'm getting ISK pay-outs relative to my performance. You still get LP for losing anyway, so it's no big deal to just AFK through the match - you're still getting pay-outs. And the whole "players only bring them out for PC's" is because of the [redacted] LP payouts. I'd imagine they're going to get a lot more prominent once people are actually getting paid enough LP to purchase them. Not that this has anything to do with the argument at hand. It has nothing to do with "greater effort = greater reward" it's about exclusive rewards that you absolutely have no other choice of getting UNLESS you engage in that game mode. A game mode that doesn't even cover your losses because of item availability and (even though Charlie touches on this) [redacted] LP payouts. There are a lot of players that would argue with you about whether or not FW should have ISK payouts because of that. The only reason Specialist weapons, "marginally better" equipment, and now these suits would -ever- be a good idea is if we had a player market with which FW players could sell the stuff to people who -don't- do FW. Without that, it's just one more cog in the great machine of problems. I don't see any functionality in adding a "play-test prototype" to FW and Aurum stores for any reason than encouraging players to fight for one side of FW (something CCP should -NEVER- be involved in) or simply to gain money. Both of which are an atrocity, in my eyes. Provide an ISK option, and it's not nearly as bad, even though it's still the same Type-II non-sense that we should worry about -AFTER- we work out balance issues that we have -RIGHT NOW-. You can AFK farm in FW, but the reward of around 70 LP (by default) isn't going to get you much in a 10-15 match, while isk can get you a lot more in that 10-15 time period with 80-100k isk. That's 2 standard suits in LP, and 26-33 standard suits in isk... You CAN AFK LP farm, but the payout simply ins't the same in comparison. BTW: Do you really want to give proto stompers with millions upon millions of isk easy access to specialist weapons and powerful equipment? That would be a nightmare... 210 LP* Rewards are being tripled across the board. I get the impression some people forget that it's not just your winning payouts that are being increased. And I would much rather Proto Stompers will millions of ISK (such as myself) actually be -SPENDING IT- on something that costs a lot, slowly trickling down the amount of ISK they -do- have as opposed to holding onto it indefinitely.
There is nothing to spend it on, nor is there a reason to. You still make far more with isk than you do with LP, and obviously can purchase more. The approximate 70 LP is how much you receive if you lose, and have little to no levels in a particular faction btw. That's what I was referencing.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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ladwar
HEARTS OF PHOENIX
2032
|
Posted - 2014.08.11 01:09:00 -
[256] - Quote
Your buffing installation hp to much all at once. Give 5k armor hp a try first before going 4 that 10k armor .
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
176
|
Posted - 2014.08.11 11:23:00 -
[257] - Quote
Nocturnal Soul wrote:Mortishai Belmont wrote:Okay, two things... That's all I want to know, just please answer these two questions...
1. Am I getting a respec.? I Chose the Gallente heavy over the Amarr because of the 4 low slots, because I liked the Amarr before you guys added in the new suits, and now you guys are changing it. Just wondering if I'm getting completely screwed like this is a big joke being played on me...
2. Is there a release date? Or a month in which you think it might possibly happen, or within the current year?
No Most likely within the month I hate this game... So damn bad... Not even the game, just the people behind it giving the shaft ever so freely :c
G.L.O.R.Y solider,
Master of the Gallente Heavy
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TechMechMeds
Tech Dungeon Of Servility
4967
|
Posted - 2014.08.11 11:45:00 -
[258] - Quote
THUNDERGROOVE wrote:There's not a single change that I don't agree with. Can we get a release date, pretty please?
Same!.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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zzZaXxx
The Hundred Acre Hood
422
|
Posted - 2014.08.11 13:02:00 -
[259] - Quote
Will you people stop full quoting massive amounts of text??? Anyways I was thinking that installations passive repair was rep they would give to nearby infantry. That would have totally changed the game but I guess they're just repping themselves. The changes are still enough to merit a dropsuit command respec. Nothing besides commandos and logis is what it was at the last respec. Changes are good but let us choose what we want please, not what we've been handed. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
104
|
Posted - 2014.08.11 14:48:00 -
[260] - Quote
Temias Mercurial wrote:Dalton Smithe 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 Not gonna lie, I was hoping for something along the lines of ADS getting an adjustment. Instead, I see the proto-swarms are getting a damage nerf. If you were going to reduce the number of missiles, then you should have increased the damage accordingly, not stepping it up half assed..... The 'nerf' is less than 100 damage (not that big of a deal...), and for proto swarms, they did increase the total damage of 4 missiles to be near equivalent to the current total 6 missiles. Old damage total: 1,320 New damage total: 1,248 Please read the post before commenting.
I did read the post, I also voiced my opinion. Reducing the "overall" damage is a bad move. 100 damage, regardless of what you think can mean the difference between a dead ADS or dead infantry. If you like all the changes great, but there is still an issue with the ADS.
As it sits right now, you have to hit an ADS 4 times with swarms(they usually run away by then, but sometimes you get lucky) the damage dealt by the current swarms(4 volleys) 5280, with the new numbers your looking at 4992. Couple that with regen and the ADS will be able to shrug it off as it's flying away. Yes, 100 damage matters here....
Please think before posting |
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Temias Mercurial
Knights Of Ender RISE of LEGION
153
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Posted - 2014.08.11 19:58:00 -
[261] - Quote
zzZaXxx wrote:Will you people stop full quoting massive amounts of text??? Anyways I was thinking that installations passive repair was rep they would give to nearby infantry. That would have totally changed the game but I guess they're just repping themselves. The changes are still enough to merit a dropsuit command respec. Nothing besides commandos and logis is what it was at the last respec. Changes are good but let us choose what we want please, not what we've been handed.
Then people could become easily overpowered by sitting next to one. A free 5-20-30 repair rate could be obscenely ridiculous when there is no limit to how many people it can repair at once. Couple that with triage nanohives and people would be next invincible without even trying, just by sitting in it's proximity. Only high alpha weapons would do enough damage to even reduce their health slightly.
If this were ever to be considered, extreme measures in balance would have to be accounted for. Also, the underground Supply Depot in the Gallente Research Facility could not warrant this change, as it's hard enough to get players out of that area when they bunk themselves inside.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
153
|
Posted - 2014.08.11 20:13:00 -
[262] - Quote
Dalton Smithe wrote:Temias Mercurial wrote:Dalton Smithe 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 Not gonna lie, I was hoping for something along the lines of ADS getting an adjustment. Instead, I see the proto-swarms are getting a damage nerf. If you were going to reduce the number of missiles, then you should have increased the damage accordingly, not stepping it up half assed..... The 'nerf' is less than 100 damage (not that big of a deal...), and for proto swarms, they did increase the total damage of 4 missiles to be near equivalent to the current total 6 missiles. Old damage total: 1,320 New damage total: 1,248 Please read the post before commenting. I did read the post, I also voiced my opinion. Reducing the "overall" damage is a bad move. 100 damage, regardless of what you think can mean the difference between a dead ADS or dead infantry. If you like all the changes great, but there is still an issue with the ADS. As it sits right now, you have to hit an ADS 4 times with swarms(they usually run away by then, but sometimes you get lucky) the damage dealt by the current swarms(4 volleys) 5280, with the new numbers your looking at 4992. Couple that with regen and the ADS will be able to shrug it off as it's flying away. Yes, 100 damage matters here.... Please think before posting
Rather than telling be to think before posting, you should be working on wording your voice correctly and define it. If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction? Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS. You can tank an Incubus, but it's not worth the immense speed reduction, and will often get you killed.
Believe me though, without the ability to run away, swarms would utterly dominate the ADS. It would be boring for swarmers, and enraging for the ADS when a role is completely invalidated.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Jotun Izalaru
Goonfeet
216
|
Posted - 2014.08.12 03:32:00 -
[263] - Quote
Sorry Rattati, I know you tried your best, but it's time to just admit defeat, roll the game back to 1.7 and re-implement the vehicle changes and start again from there. |
bogeyman m
Minmatar Republic
367
|
Posted - 2014.08.12 05:09:00 -
[264] - 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 Still no ewar for Min Scouts?
Duct tape 2.0 ... Have WD-40; will travel.
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Dalton Smithe
OSG Planetary Operations Covert Intervention
106
|
Posted - 2014.08.12 18:26:00 -
[265] - Quote
Temias Mercurial wrote: Rather than telling be to think before posting, you should be working on wording your voice correctly and define it. If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction? Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS. You can tank an Incubus, but it's not worth the immense speed reduction, and will often get you killed.
Believe me though, without the ability to run away, swarms would utterly dominate the ADS. It would be boring for swarmers, and enraging for the ADS when a role is completely invalidated.
My initial comment did not require a breakdown of why I felt the way I did, your quoting me did. I voiced a quick opinion, not a breakdown of how it will affect the dynamic of the game.
Let's refresh your memory on why I chose to end my comment as I did.....
Temias Mercurial wrote: Please read the post before commenting.
Your closing statement was an implication that I didn't take the time to read the original post.
And on to the rest.....
Your argument:
Temias Mercurial wrote: If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction?
Here is why:
If you have an ADS in your sights, you have hit them twice, your third volley is away, and you are lining up your forth. The ADS pilot is beginning to climb and you unleash your final volley.-- Now in the current setting, the fourth volley will possibly take the ADS down and all will be right in the world, in the new setting, your volley can hit and the pilot will fly away....only to return a few moments later to attack again.
Your argument
Temias Mercurial wrote: Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS.
I underlined the flaw in your argument. There aren't many people who fly average ADS. Not only that, but ADS pilots get to stack their skills, which is idiotic.
You say that it would be boring to swarm launcher infantry? I completely disagree, there isn't one person who uses swarm launchers against ADS that would get bored, if it kept ADS pilots from being able to kill them before they got their shot off. Also, they didn't even increase the range of the swarms, another handicap they face.
ADS are extremely hard to take down alone. Even if you are running a commando suit, you can use a rifle and launcher(which will make you less effective in your roll), or you can go full swarm(this is just stupid, as it makes you completely ineffective against infantry), the ADS pilot will simply fly away, lick their wounds until they are back to full health and make another run. This is a severely broken mechanic and needs to be addressed.
From your post, I surmise you are an ADS pilot and want to make sure that you maintain your dominance on the battlefield, but as a player who has ran almost everything in the game, I can tell you that the ADS is severely over powered and needs to be adjusted. |
wripple
WarRavens Final Resolution.
199
|
Posted - 2014.08.12 19:22:00 -
[266] - Quote
Dalton Smithe wrote:Temias Mercurial wrote: Rather than telling be to think before posting, you should be working on wording your voice correctly and define it. If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction? Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS. You can tank an Incubus, but it's not worth the immense speed reduction, and will often get you killed.
Believe me though, without the ability to run away, swarms would utterly dominate the ADS. It would be boring for swarmers, and enraging for the ADS when a role is completely invalidated.
My initial comment did not require a breakdown of why I felt the way I did, your quoting me did. I voiced a quick opinion, not a breakdown of how it will affect the dynamic of the game. Let's refresh your memory on why I chose to end my comment as I did..... Temias Mercurial wrote: Please read the post before commenting.
Your closing statement was an implication that I didn't take the time to read the original post. And on to the rest..... Your argument: Temias Mercurial wrote: If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction?
Here is why: If you have an ADS in your sights, you have hit them twice, your third volley is away, and you are lining up your forth. The ADS pilot is beginning to climb and you unleash your final volley.-- Now in the current setting, the fourth volley will possibly take the ADS down and all will be right in the world, in the new setting, your volley can hit and the pilot will fly away....only to return a few moments later to attack again. Your argument Temias Mercurial wrote: Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS.
I underlined the flaw in your argument. There aren't many people who fly average ADS. Not only that, but ADS pilots get to stack their skills, which is idiotic. You say that it would be boring to swarm launcher infantry? I completely disagree, there isn't one person who uses swarm launchers against ADS that would get bored, if it kept ADS pilots from being able to kill them before they got their shot off. Also, they didn't even increase the range of the swarms, another handicap they face. ADS are extremely hard to take down alone. Even if you are running a commando suit, you can use a rifle and launcher(which will make you less effective in your roll), or you can go full swarm(this is just stupid, as it makes you completely ineffective against infantry), the ADS pilot will simply fly away, lick their wounds until they are back to full health and make another run. This is a severely broken mechanic and needs to be addressed. From your post, I surmise you are an ADS pilot and want to make sure that you maintain your dominance on the battlefield, but as a player who has ran almost everything in the game, I can tell you that the ADS is severely over powered and needs to be adjusted. Swarms are just the wrong weapon to try to take down an ADS, pick up a forge gun and stop complaining. You don't see me throwing a fit that my mass driver has a hard time killing tanks. Swarms scare off ADSs and keep them on their toes, but like a mass driver to a tank you should know by now the drawbacks of this light weapon capable of being carried by any suit in the game. You're probably using them recklessly too, any good swarmer knows to fire when the dropship has it's back turned or when it's doing a maneuver, the impact will likely spin us into the ground. |
Temias Mercurial
Knights Of Ender RISE of LEGION
157
|
Posted - 2014.08.12 19:47:00 -
[267] - Quote
Dalton Smithe wrote:Temias Mercurial wrote: Rather than telling be to think before posting, you should be working on wording your voice correctly and define it. If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction? Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS. You can tank an Incubus, but it's not worth the immense speed reduction, and will often get you killed.
Believe me though, without the ability to run away, swarms would utterly dominate the ADS. It would be boring for swarmers, and enraging for the ADS when a role is completely invalidated.
My initial comment did not require a breakdown of why I felt the way I did, your quoting me did. I voiced a quick opinion, not a breakdown of how it will affect the dynamic of the game. Let's refresh your memory on why I chose to end my comment as I did..... Temias Mercurial wrote: Please read the post before commenting.
Your closing statement was an implication that I didn't take the time to read the original post. And on to the rest..... Your argument: Temias Mercurial wrote: If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction?
Here is why: If you have an ADS in your sights, you have hit them twice, your third volley is away, and you are lining up your forth. The ADS pilot is beginning to climb and you unleash your final volley.-- Now in the current setting, the fourth volley will possibly take the ADS down and all will be right in the world, in the new setting, your volley can hit and the pilot will fly away....only to return a few moments later to attack again. Your argument Temias Mercurial wrote: Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS.
I underlined the flaw in your argument. There aren't many people who fly average ADS. Not only that, but ADS pilots get to stack their skills, which is idiotic. You say that it would be boring to swarm launcher infantry? I completely disagree, there isn't one person who uses swarm launchers against ADS that would get bored, if it kept ADS pilots from being able to kill them before they got their shot off. Also, they didn't even increase the range of the swarms, another handicap they face. ADS are extremely hard to take down alone. Even if you are running a commando suit, you can use a rifle and launcher(which will make you less effective in your roll), or you can go full swarm(this is just stupid, as it makes you completely ineffective against infantry), the ADS pilot will simply fly away, lick their wounds until they are back to full health and make another run. This is a severely broken mechanic and needs to be addressed. From your post, I surmise you are an ADS pilot and want to make sure that you maintain your dominance on the battlefield, but as a player who has ran almost everything in the game, I can tell you that the ADS is severely over powered and needs to be adjusted.
Assume what you will, because that's all this pathetic debate has been...
There is a fine line where an ADS is overpowered, and then unable to do anything to benefit their team. ADS are not extremely hard to take down alone with anything other than a swarm launcher. That is a case exclusive to swarm launchers. An ADS hardly dominates the map if they have constant AV or vehicle resistance, which is usually the case in most matches. At most, a pilot can make 10-15 kills a match, which isn't overpowered in the slightest if being countered while doing so. It's easy enough for me to get 25 kills a match as infantry in STD or Militia gear as long as the enemy isn't 80% proto.
The majority of matches while playing in an ADS is spent running from AV or finding players who are not inside, or the occasional 'lone-wolfer', who shall attain flight via missile(s).
Or my personal favorite: being the Tank or dropship hunter for my team.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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TechMechMeds
Level 5 Forum Warrior
5055
|
Posted - 2014.08.12 21:20:00 -
[268] - Quote
Nocturnal Soul wrote:DarthMcFizzle wrote:Why no heavy weapon dmg mod buff? :( Do we really have to explain 4000rpm to you?
No but please do in the most smug fashion possible.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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nickmunson
Capital Acquisitions LLC General Tso's Alliance
23
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Posted - 2014.08.13 11:59:00 -
[269] - Quote
just gotta say HA, another way flavor of the month followers get screwed over, its why you should just play what you enjoy not whats best, amarr hvy will now have more lows the gal, lol, so all the gals will be pissed, lmao and all the amarrs will be **** losing double dmg mods, i love the it. ccp you never cease to amaze me. updates are pretty cool though. not sure how i feel about the whole assaults with 5 lows, but makes sense since its what and why people were assualt logis instead more hp stacking.
love me or hate me. you kill me i hunt you.
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