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Thread Statistics | Show CCP posts - 24 post(s) |
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CCP Rattati
C C P C C P Alliance
5150
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Posted - 2014.08.06 23:20:00 -
[1] - Quote
Dear players,
the final numbers have gone into QA testing and eventual deployment. As per usual, a Devblog will be posted after the hotfix has been successfully deployed.
You can find them here: Hotfix Charlie - Final Numbers For those that have been following the Hotfix Charlie discussions and thread, there should be no surprises.
Thanks everyone for your feedback and your enthusiasm
Feel free to discuss Hotfix Charlie here, in a constructive and polite manner
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Weznof Nalek
Prima Gallicus
75
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Posted - 2014.08.06 23:24:00 -
[2] - Quote
Reserved |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11469
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Posted - 2014.08.06 23:41:00 -
[3] - Quote
Looks good, still disappointing that the gap between tiers for assaults increased instead of decreased, would have liked 1 more module on standard tier if advanced and prototype are also gaining modules. Good work, these are great improvements.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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THUNDERGROOVE
Fatal Absolution
1067
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Posted - 2014.08.06 23:41:00 -
[4] - Quote
There's not a single change that I don't agree with. Can we get a release date, pretty please?
Amarrica!
It's Not Safe to Swim.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1722
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Posted - 2014.08.06 23:47:00 -
[5] - Quote
Did the burst HMG changes not make it through? Other then that, looking forward to frying mercs with those new DMG mods on my LR.
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Zaria Min Deir
TeamPlayers
768
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Posted - 2014.08.06 23:49:00 -
[6] - Quote
Lots of good things happening here, to be sure. I am still a bit stunned that it took this long for the assault buff to finally happen, but to be honest, even more stunned that it finally is ;) Good job on that regardless.
The kincat pg cost reduction is another thing that really has needed to happen for a while, I just think that it still isn't enough at the lower tiers, at least not at std level. But it's still something.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Cass Caul
337
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Posted - 2014.08.06 23:49:00 -
[7] - Quote
Oh no! Now I can't run my Boundless HMG with 2 complex armor plates and 1 complex heavy damage modifier on my 'Templar' Sentinel A-I.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4912
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Posted - 2014.08.06 23:50:00 -
[8] - Quote
disappointed that module efficacy bonuses could've replaced straight ewar bonuses
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Zaria Min Deir
TeamPlayers
768
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Posted - 2014.08.06 23:50:00 -
[9] - Quote
Vitharr Foebane wrote:Did the burst HMG changes not make it through? Other then that, looking forward to frying mercs with those new DMG mods on my LR. Well, based on the spreadsheet, the burst HMG will be firing blanks, but at least it won't overheat
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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CCP Logibro
C C P C C P Alliance
8872
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Posted - 2014.08.06 23:53:00 -
[10] - Quote
Vitharr Foebane wrote:Did the burst HMG changes not make it through? Other then that, looking forward to frying mercs with those new DMG mods on my LR.
They'll be there in a moment.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.06 23:53:00 -
[11] - 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...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Cass Caul
337
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Posted - 2014.08.06 23:56:00 -
[12] - Quote
I'm still under the opinion that increasing damage mods was unnecessary. It's just going to make the TTK shorter. Any chance we can increase the stacking penalty on damage mods to disincentivize stacking them?
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12653
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Posted - 2014.08.06 23:56:00 -
[13] - Quote
Hmmmmm that an interesting change to Installations....... will take two full volleys of main Gun to drop.....this I like.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8950
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Posted - 2014.08.06 23:56:00 -
[14] - Quote
Are the scouts, logistics, and commandos going to get new slot layouts according to that matrix? Or just assault and sentinel for now?
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Izlare Lenix
Vengeance Unbound Dark Taboo
846
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Posted - 2014.08.06 23:57:00 -
[15] - Quote
What about the scout ewar changes?
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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CCP Rattati
C C P C C P Alliance
5156
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Posted - 2014.08.06 23:58:00 -
[16] - Quote
Aero Yassavi wrote:Are the scouts, logistics, and commandos going to get new slot layouts according to that matrix? Or just assault and sentinel for now?
Just Assault and Sentinels. Not even saying "for now", because that implies that the rest will happen. Maybe, if we think it's the right way to go, but that's a discussion for another time.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2863
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Posted - 2014.08.07 00:06:00 -
[17] - Quote
Range buff to HMG? OH GOD.
Nvm range got equalized to ADV tier.
supercalifragilisticexpialidocious
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:14:00 -
[18] - 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...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Zindorak
1.U.P
259
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Posted - 2014.08.07 00:20:00 -
[19] - Quote
Nice
Pokemon master
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4912
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Posted - 2014.08.07 00:23:00 -
[20] - Quote
I don't understand if Large blaster dispersion is getting nerfed or if small blaster dispersion is getting nerfed, the numbers are without units...
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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The dark cloud
The Rainbow Effect
3850
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Posted - 2014.08.07 00:23:00 -
[21] - Quote
Are im on drugs or did i just saw a militia HMG in the spreadsheet?
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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Adipem Nothi
Nos Nothi
3631
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Posted - 2014.08.07 00:24:00 -
[22] - Quote
Any word on Vehicles in Ambush OMS?
Shoot scout with yes...
- Ripley Riley
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Mr Hakyou
65
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Posted - 2014.08.07 00:25:00 -
[23] - Quote
Thoughts:
Oh yeah! I'd much rather have a dampener bonus on my Cal Scout than Precision But now Gal has a precision too? Meh.
How does one attain a Balac's ck.0 Modified Assault? Why don't other assault suits have such variants?
Amarr Assault will now have the ability to tank as much as a heavy...
You realize you nerfed proto swarms right?
Buffed HMG range... I honestly think CCP hates me sometimes.
Buffed Installations... da fuq?
Militia HMG... again CCP.. why do you hate me?
My 2 ISK. |
Mauren NOON
The Exemplars Top Men.
400
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Posted - 2014.08.07 00:26:00 -
[24] - Quote
Now the std HMG will be worthless....thanks for ruining my playstyle of save Isk by running standard gear....smh
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Mr Hakyou
65
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Posted - 2014.08.07 00:28:00 -
[25] - Quote
Mauren NOON wrote:Now the std HMG will be worthless....thanks for ruining my playstyle of save Isk by running standard gear....smh Explain... |
Iron Wolf Saber
Den of Swords
16138
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Posted - 2014.08.07 00:28:00 -
[26] - Quote
The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet?
Oh those?
That was added in bravo.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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CCP Logibro
C C P C C P Alliance
8874
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Posted - 2014.08.07 00:29:00 -
[27] - Quote
The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet?
Reference numbers.
The Large Blaster change is an increase to the dispersion decay rate. This means that it recovers accuracy more quickly, which while not helping when you just hold the trigger allows you to pulse your fire and retain more accuracy.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:29:00 -
[28] - Quote
Mr Hakyou wrote:Mauren NOON wrote:I iz stoopid end cennot read Explain... There.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Mr Hakyou
65
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Posted - 2014.08.07 00:30:00 -
[29] - Quote
Iron Wolf Saber wrote:The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet? Oh those? That was added in bravo. ... do you even play DUST?
Hotfix Charlie
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Iron Wolf Saber
Den of Swords
16138
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Posted - 2014.08.07 00:31:00 -
[30] - Quote
Mr Hakyou wrote:Iron Wolf Saber wrote:The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet? Oh those? That was added in bravo. ... do you even play DUST?
Sorry forgot it was the forge gun that was added.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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The dark cloud
The Rainbow Effect
3850
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Posted - 2014.08.07 00:31:00 -
[31] - Quote
Mr Hakyou wrote:Thoughts: Oh yeah! I'd much rather have a dampener bonus on my Cal Scout than Precision But now Gal has a precision too? Meh.
How does one attain a Balac's ck.0 Modified Assault? Why don't other assault suits have such variants?
Amarr Assault will now have the ability to tank as much as a heavy...
You realize you nerfed proto swarms right?
Buffed HMG range... I honestly think CCP hates me sometimes.
Buffed Installations... da fuq?
Militia HMG... again CCP.. why do you hate me?
My 2 ISK. The balacs modified Ck.0 assault dropsuit was a reward for the 1st and 2nd place during a closed beta tourny. Every mmber of the participating teams received 25 of them which makes it the most unique suit in the game cause its the only assault suit with 2 equipment and best slot layout.
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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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:31:00 -
[32] - 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...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Mauren NOON
The Exemplars Top Men.
401
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Posted - 2014.08.07 00:33:00 -
[33] - Quote
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
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Mr Hakyou
65
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Posted - 2014.08.07 00:35:00 -
[34] - 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 Your HMG will still be able to shoot for about 5 seconds before overheat.
Hotfix Charlie
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:35:00 -
[35] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Mauren NOON
The Exemplars Top Men.
401
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Posted - 2014.08.07 00:36:00 -
[36] - Quote
JRleo jr wrote: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... Yep I agree that this is messed up. Care to explain your reasoning CCP?
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Mr Hakyou
65
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Posted - 2014.08.07 00:36:00 -
[37] - Quote
Iron Wolf Saber wrote:Sorry forgot it was the forge gun that was added. The militia forge gun has been in the game for over a year.
Hotfix Charlie
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8953
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Posted - 2014.08.07 00:38:00 -
[38] - 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. Well I'm thinking mainly in regards to the Amarr Logi, who was originally given 3H 3L at prototype when Amarr were the dual-tankers of Dust, but since getting changed to the armor race (and rightfully so), the 3H 3L didn't really work anymore. I know it was given the buff to 3H 4L, but that still doesn't make much sense. 2H 5L, like in the matrix, would.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Mauren NOON
The Exemplars Top Men.
402
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Posted - 2014.08.07 00:39:00 -
[39] - Quote
JRleo jr wrote: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. Well that makes proto even better than it is now. It is a slight balance issue. It should be the same heat build up or build up should increase through tier
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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The dark cloud
The Rainbow Effect
3850
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Posted - 2014.08.07 00:42:00 -
[40] - Quote
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
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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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 00:43:00 -
[41] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Mr Hakyou
65
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Posted - 2014.08.07 00:49:00 -
[42] - Quote
JRleo jr wrote: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. I think it was in a good place, it just needed it's bonuses changed. I saw a beast heavy go 40/15 vs ERA in their prime in a Cal Sent.
Hotfix Charlie
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TheDarthMa94
The New Age Outlaws
452
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Posted - 2014.08.07 00:57:00 -
[43] - Quote
May I tell you how awesome you are CCP Ratati
Sith Lord
"So, what are going to do next? Something good? Something bad? A bit of both?
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Stile451
Red Star. EoN.
349
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Posted - 2014.08.07 00:57:00 -
[44] - Quote
I noticed last night that the 'Cistern' K17/D Nanohive still has lower fitting requirements than the K17/D Nanohive. I thought that was fixed months ago - is it too late to change those numbers?
Also, is the sniper reticule change happening? |
DJINN Mercury
Grade No.2
12
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Posted - 2014.08.07 00:59:00 -
[45] - Quote
So, while a tank needs to take a minute to kill an installation, I can kill it?
Lower, I guess the 100 WP for destroying them will be just now. |
Mr Hakyou
65
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Posted - 2014.08.07 01:15:00 -
[46] - Quote
.... wait, you're changing the Assault bonus to Grenade fitting reduction?
Hotfix Charlie
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Cheydinhal Guard
Abandoned Privilege Top Men.
161
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Posted - 2014.08.07 01:16:00 -
[47] - Quote
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.
AmarrAssault, GalAssault, GalLogi, CalScout
GalLogi to the end
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 01:19:00 -
[48] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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CCP Logibro
C C P C C P Alliance
8877
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Posted - 2014.08.07 01:19:00 -
[49] - Quote
Mr Hakyou wrote:.... wait, you're changing the Assault bonus to Grenade fitting reduction?
Adding on top of all the existing ones.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Commander Noctus
Chatelain Rapid Response Gallente Federation
41
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Posted - 2014.08.07 01:22:00 -
[50] - Quote
Excellent changes indeed. Well, except the standard slot and CPU/PG changes. Regardless, I'm anxious to see these changes finally implemented. |
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Symbioticforks
Ancient Exiles. General Tso's Alliance
367
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Posted - 2014.08.07 01:22:00 -
[51] - Quote
CCP Logibro
Can I please get a response about the Sniper Rifle Cross Hair Change?
Link to my thread / concerns about the change.
If you want to fix sniping, consult those who snipe.
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Jace Silencerwolf
Outcasts For Hire
6
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Posted - 2014.08.07 01:23:00 -
[52] - Quote
what happen to Minnie scouts getting the kin cats and/or codebreaker fitting bonus? if the reduction it to made up for that then move codebreakers to high slots for Minnie scouts to use stealth hacking but at the price of los ehp |
jimmybroon brown
33
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Posted - 2014.08.07 01:29:00 -
[53] - Quote
Can we get a eta on this hotfix as all dusties have nuthing but hotfixes too look forward and keeps us playing in hope it will get better, I always play more after a good gotfix :) oh and great work assaults have sucked for solong :) plz hurry |
mollerz
4705
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Posted - 2014.08.07 01:30:00 -
[54] - Quote
The PG on a min ha is still not there despite these meager changes.
Dingle Dust Berry.
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JRleo jr
Xer Cloud Consortium
198
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Posted - 2014.08.07 01:30:00 -
[55] - Quote
Hey, person who runs protofits, could you please update it?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Alena Ventrallis
S0VER31GN
1535
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Posted - 2014.08.07 01:33:00 -
[56] - Quote
What does it mean large blaster "Decay at max"?
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12656
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Posted - 2014.08.07 01:36:00 -
[57] - Quote
Alena Ventrallis wrote:What does it mean large blaster "Decay at max"?
Does that mean time before blaster hits its max dispersion?
So instead of hitting max dispersion in 0.8 Seconds and instead caps out at 2.5..........
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Alena Ventrallis
S0VER31GN
1535
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Posted - 2014.08.07 01:39:00 -
[58] - Quote
True Adamance wrote:Alena Ventrallis wrote:What does it mean large blaster "Decay at max"? Does that mean time before blaster hits its max dispersion? So instead of hitting max dispersion in 0.8 Seconds and instead caps out at 2.5.......... I think it might mean it returns to base dispersion from maximum dispersion faster. But it could mean that it reaches maximum dispersion slower. Rattati mind answering this please?
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Ekrano Fergus
Molon Labe. General Tso's Alliance
54
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Posted - 2014.08.07 01:40:00 -
[59] - Quote
Edit: nevermind
/)_/)
( . .)
C(") (")
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Mr Hakyou
67
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Posted - 2014.08.07 01:40:00 -
[60] - Quote
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.
Hotfix Charlie
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Apothecary Za'ki
Biomass Positive
256
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Posted - 2014.08.07 01:47:00 -
[61] - 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
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?
> LogiBro in Training
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Cyrus Grevare
WarRavens Final Resolution.
294
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Posted - 2014.08.07 01:54:00 -
[62] - Quote
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.
www.protofits.com - a Dust 514 fitting tool
|
The dark cloud
The Rainbow Effect
3854
|
Posted - 2014.08.07 01:59:00 -
[63] - Quote
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.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
|
Cyrus Grevare
WarRavens Final Resolution.
295
|
Posted - 2014.08.07 02:06:00 -
[64] - Quote
On the slot layout table for sentinels, prototype suits are standardized to 4 slots as standard assaults? or is that an error?
www.protofits.com - a Dust 514 fitting tool
|
JRleo jr
Xer Cloud Consortium
198
|
Posted - 2014.08.07 02:09:00 -
[65] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Louis Domi
Pradox One Proficiency V.
616
|
Posted - 2014.08.07 02:47:00 -
[66] - Quote
No change for heavy damage mods? Also you nerfed the assualt scrambler? Who complains about it? Also on your Dropsuit graph it shows caldari has only 109 armor currently, but it has 120 currently Concerning the balacs, who has those? I've never seen one. Also Good for the increase orbitals You're killing me with caldari heavy cpu/pg nerf, gotta change my AV fit and don't even get a low slot till proto... but i guess since SL got a buff/nerfI outta use them more now. No real reason to use proto,100 damage above adv wouldn't really be worth money. |
Alldin Kan
Imperfects Negative-Feedback
1172
|
Posted - 2014.08.07 03:05:00 -
[67] - Quote
I know it might seem a little too late but isn't the Minmatar Sentinel in need of some extra HP?
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1172
|
Posted - 2014.08.07 03:06:00 -
[68] - Quote
Louis Domi wrote:Concerning the balacs, who has those? I've never seen one. I have 50 of them buddy.
Alldin Kan has joined the battle!
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Mr Hakyou
69
|
Posted - 2014.08.07 03:09:00 -
[69] - Quote
Alldin Kan wrote:Louis Domi wrote:Concerning the balacs, who has those? I've never seen one. I have 50 of them buddy. Champions of the squad cup and other events got them... so basically only beast players... which is... concerning.
Hotfix Charlie
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Louis Domi
Pradox One Proficiency V.
616
|
Posted - 2014.08.07 03:10:00 -
[70] - Quote
Alldin Kan wrote:Louis Domi wrote:Concerning the balacs, who has those? I've never seen one. I have 50 of them buddy.
*Bows* Your orders my lord? |
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Mauren NOON
The Exemplars Top Men.
402
|
Posted - 2014.08.07 03:55:00 -
[71] - Quote
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...) >.>
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:00:00 -
[72] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Bormir1r
Fatal Absolution General Tso's Alliance
696
|
Posted - 2014.08.07 04:05:00 -
[73] - Quote
I kind of hoped the PG changes for Kincats, codebreakers, and NK were slightly greater, but a change is a change, so we shall wait and see. The least I can say is Good Job CCP.
Sometimes, when I close my eyes, I can't see anything.
"One does not simply" run like a Raptor such as an mk.0.
|
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1028
|
Posted - 2014.08.07 04:06:00 -
[74] - Quote
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 .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:16:00 -
[75] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Mauren NOON
The Exemplars Top Men.
402
|
Posted - 2014.08.07 04:19:00 -
[76] - Quote
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
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12666
|
Posted - 2014.08.07 04:25:00 -
[77] - Quote
Why has the AScR not received some kind of buff for the increased heat generation...... its one of the only rifles that actually over heats.......
I also overheat the AScR regularly.....
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11469
|
Posted - 2014.08.07 04:28:00 -
[78] - Quote
I understand the "it barely ever overheats" complaints some have expressed regarding the assault scrambler rifle, but does it need to? the assault scrambler rifle is not a balance issue, so to nerf it without buffing it in some other aspect is reckless.
The regular scrambler rifle has overheat because it actually needs it for balance purposes, but the same can't be said the assault variant. The assault SCR has mediocre DPS, good range, and long sustained fire (magazine size), but at the cost of having relatively high dispersion. Doesn't seem like it needs a nerf to me.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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MINA Longstrike
1108
|
Posted - 2014.08.07 04:28:00 -
[79] - 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...) >.>
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).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:29:00 -
[80] - 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?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
|
Mauren NOON
The Exemplars Top Men.
402
|
Posted - 2014.08.07 04:32:00 -
[81] - Quote
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.
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:34:00 -
[82] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Mauren NOON
The Exemplars Top Men.
402
|
Posted - 2014.08.07 04:34:00 -
[83] - Quote
JRleo jr wrote: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? Have you ever used a CR vs anything? It needs more balancing than an ASCR
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
Mauren NOON
The Exemplars Top Men.
402
|
Posted - 2014.08.07 04:36:00 -
[84] - Quote
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
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 04:40:00 -
[85] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Nothing Certain
Bioshock Rejects
1027
|
Posted - 2014.08.07 05:15:00 -
[86] - Quote
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.
Because, that's why.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1795
|
Posted - 2014.08.07 05:20:00 -
[87] - Quote
why has the caldari sentinel slot layout changed, exactly? I think the suit was just fine with 4 highs, since it's frakking pointless to stack 4 damage mods in highs and they need the shield buffer. I'm currently getting shield regen and regulation up and was hoping that the suits would not become more viable for dual-tank. with the shift to minmatar slot layouts it might be more effective to drop a pair of reactive armors in the lows instead of regulators. This is bad. Dualtanking should be harder please, especially with suits that have nightmarishly large shield buffers.
Second: why were Heavy Damage mods capped at 5%? They're pretty crappy (to the point of near-worthlessness), and there are weapon variants (Assault HMG) that utterly lack efficacy because of it, and the boundless isn't going to kill much faster. maybe .02 seconds. I'm not noticing much difference in efficacy between a caldari sentinel with three damage mods and an amarr sent with 1 damage mods in actual combat situations. In both cases it still takes the same number of shots to kill each class of vehicle.
PG/CPU adjustments I'm bluntly happy with, encouraging heavies to fit accordingly weapon-wise is a good thing.
Assault buffs: MASSIVE GORRAM BUFFS! Bout goddamn time. I should fear running into a full squad of caldari shield suits with my tub of ice cream and HMG. This may cause it. Hopefully the buffs balance out well. Are the Templar and ancient basic BPOs being adjusted accordingly?
Swarms: Pretty much get a damage nerf at the proto level. I understand the light damage mods are getting a buff but are the numbers really that high? The performance of swarms is largely lackluster so far. Not as bad as four patches ago, but still lacking. Especially for a weapon class that cannot be targeted at anything smaller than an LAV. I can blap infantry with the forge.
Heat increase for HMG: Will test, not bitching because I can hold that trigger down for damn near ever currently, want to see how the dynamic changes.
Proto HMG reduction in range: Meh. again, will see if the dynamic changes.
Assault Scrambler: Why was the heat increased? Bluntly the weapon is underused if anything. I see that weapon in play rarely at best.
Reactive plates: My gut says the armor rating on them should be 80 at PRO, not 60. Will test.
Dropship shields: Are we going to be introducing shield-cracking AV weapons that can HIT a dropship? You have to be a dumbass for a plasma cannon to connect.
Recall times: You just sealed the fate of a lot of tanks. Thank you.
Loyalty point increases: Please tell me you've increased the base payouts for losing teams as well. currently there is little reason to play FW on sides that habitually lose. Further: Heavy Weapons, Sentinels, Commandos and scouts are almost entirely unrepresented in FW stores. I want assault suits like I want a hole in the head. |
JRleo jr
Xer Cloud Consortium
200
|
Posted - 2014.08.07 05:20:00 -
[88] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1795
|
Posted - 2014.08.07 05:22:00 -
[89] - Quote
Nothing Certain wrote:
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.
these are the numbers before your fitting skills are applied. |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
35
|
Posted - 2014.08.07 05:35:00 -
[90] - Quote
Triple the loyalty points, now that's what I'm talking about!!!
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
|
|
Cat Merc
Onslaught Inc RISE of LEGION
11526
|
Posted - 2014.08.07 05:57:00 -
[91] - Quote
KAGEHOSHI Horned Wolf wrote:I understand the "it barely ever overheats" complaints some have expressed regarding the assault scrambler rifle, but does it need to? the assault scrambler rifle is not a balance issue, so to nerf it without buffing it in some other aspect is reckless.
The regular scrambler rifle has overheat because it actually needs it for balance purposes, but the same can't be said the assault variant. The assault SCR has mediocre DPS, good range, and long sustained fire (magazine size), but at the cost of having relatively high dispersion. Doesn't seem like it needs a nerf to me. Actually, it has extremely accurate dispersion, lowest reload time, largest magazine, and the best ADS of all four Assault variants. Combine that large magazine with high damage per bullet and you get a weapon that does pretty high damage per clip.
I didn't do the math yet, but I have a feeling that with the overheat, the damage per clip vs damage before overheat will be similar to other Assault variants.
Feline overlord of all humans - CAT MERC
|
Hawkings Greenback
Red Star. EoN.
186
|
Posted - 2014.08.07 06:00:00 -
[92] - Quote
Going to have another look when the day ( and my first coffee ) has kicked in, although it looks good. I am glad assaults have had a bit of love as it'll give my logi something else to look after apart from heavy frames.
Good job so far
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Cat Merc
Onslaught Inc RISE of LEGION
11526
|
Posted - 2014.08.07 06:07:00 -
[93] - Quote
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.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11526
|
Posted - 2014.08.07 06:19:00 -
[94] - Quote
With the Amarr Assault bonus, that increases to 2,386.3 damage before overheat.
Feline overlord of all humans - CAT MERC
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1795
|
Posted - 2014.08.07 06:23:00 -
[95] - Quote
This tells me the assault rifle needs more punch if an asscram can do more damage per magazine. |
Cat Merc
Onslaught Inc RISE of LEGION
11526
|
Posted - 2014.08.07 06:24:00 -
[96] - Quote
Breakin Stuff wrote:This tells me the assault rifle needs more punch if an asscram can do more damage per magazine. This tells me that the Gal Assault bonus is terribad.
Feline overlord of all humans - CAT MERC
|
taxi bastard
uptown456 Dark Taboo
195
|
Posted - 2014.08.07 06:33:00 -
[97] - Quote
with all the suit changes
i.e. mini becoming the dual tankers why does the caldari scour still have more PG than the mini?
small changes to kincats will still do very little to the mini suits fitting options and try fitting KN with kincats and myfibs its not possible
pls address |
OP FOTM
Commando Perkone Caldari State
299
|
Posted - 2014.08.07 06:36:00 -
[98] - Quote
Strongly disagree with 5000 WP orbitals.
- It's just going to make the team that's struggling to get the objective, nevermind an orbital, unable to even get one
- And it'll make the proto stompers the ONLY ones with enough WP for an orbital
- This is the exact same mistake you made with increasing the price of clone packs
It's like saying "let's make it easier on the ISK poor by increasing the cost of everything!"
OH WOW. There's also a STEALTH SENTINEL NERF. You've gotta be ******* kidding me... 4 slots across the board at proto level? REALLY?
Dust servers will be a ghost town on 09/09/14
Destiny kicks ass... Like Halo knocked up Mass Effect and gave birth
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1797
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Posted - 2014.08.07 07:36:00 -
[99] - Quote
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 |
JRleo jr
Xer Cloud Consortium
202
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Posted - 2014.08.07 07:41:00 -
[100] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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OP FOTM
Commando Perkone Caldari State
311
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Posted - 2014.08.07 08:07:00 -
[101] - 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
You're the one reading it wrong. Click my signature. Proto sentinel lines up on the table with 4 slots.
=/
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Commander Noctus
Chatelain Rapid Response Gallente Federation
41
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Posted - 2014.08.07 08:24:00 -
[102] - Quote
OP FOTM wrote: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 You're the one reading it wrong. Click my signature. Proto sentinel lines up on the table with 4 slots.
Clicked your link. Checked it 5 times over. It lines up with 5 slots. Go and delete your embarassing posts and threads now. |
Devadander
Woodgrain Atari
43
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Posted - 2014.08.07 08:25:00 -
[103] - Quote
so just to be clear. My terrible bonus to reload stays, and now I get an equally terrible bonus to fitting grenades?
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Mr Hakyou
82
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Posted - 2014.08.07 08:58:00 -
[104] - Quote
Devadander wrote:so just to be clear. My terrible bonus to reload stays, and now I get an equally terrible bonus to fitting grenades? Cal Assault will be beast bro, it's not all about the bonuses.
Hotfix Charlie
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Kosakai
Eternal Beings Proficiency V.
79
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Posted - 2014.08.07 09:49:00 -
[105] - Quote
where is the ADS price reduction????!!!
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
MINJA KNIFER .......
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Broonfondle Majikthies
Dogs of War Gaming
1245
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Posted - 2014.08.07 09:52:00 -
[106] - Quote
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...
"The air smells damp and oppressive, like a wet nun"
"Why am I talking to a lightbulb? Illuminate me"
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JRleo jr
Xer Cloud Consortium
208
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Posted - 2014.08.07 10:00:00 -
[107] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Cat Merc
Onslaught Inc RISE of LEGION
11536
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Posted - 2014.08.07 10:22:00 -
[108] - Quote
Oh, Rattati. I just realized that there is no Federation Duvolle Assault Rifle.
There is a Federation Specialist, and a Federation Tactical, but there is no Federation Duvolle. Which is curious because it exists as STD/ADV levels.
Feline overlord of all humans - CAT MERC
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CCP Rattati
C C P C C P Alliance
5176
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Posted - 2014.08.07 10:25:00 -
[109] - Quote
Bojo The Mighty wrote:disappointed that module efficacy bonuses could've replaced straight ewar bonuses
We said repeatedly that any efficacy bonuses would be considered for Delta, too many changes at once plus we want to group changes that need localization QA together.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5176
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Posted - 2014.08.07 10:26:00 -
[110] - Quote
Bojo The Mighty wrote:I don't understand if Large blaster dispersion is getting nerfed or if small blaster dispersion is getting nerfed, the numbers are without units...
These numbers don't have units, they are unreal nomenclature
Small Blasters way less dispersion Large Blasters faster recovery - similar dispersion, so controlled bursts are more accurate
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5176
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Posted - 2014.08.07 10:27:00 -
[111] - Quote
The dark cloud wrote:Are im on drugs or did i just saw a militia HMG in the spreadsheet?
Moved to Delta
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5176
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Posted - 2014.08.07 10:28:00 -
[112] - Quote
Adipem Nothi wrote:\o/ You're still here with us! Any word on Vehicles in Ambush OMS?
We want to see how Ambush OMS works with new installations, it should be quite different and hopefully more fun. We will poll the community a few weeks into Charlie and see what you guys think
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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JRleo jr
Xer Cloud Consortium
208
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Posted - 2014.08.07 10:32:00 -
[113] - 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?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:33:00 -
[114] - Quote
mollerz wrote:The PG on a min scout is still not there despite these meager changes.
Kincats and Codebreakers and Nova Knifes all got a PG reduction, that should translate directly into your Minmatar fit. I explained the reasoning for not buffing Minmatar Scout PG, as they already have a fair PG compared to the other Scouts.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:35:00 -
[115] - Quote
Cyrus Grevare wrote:On the slot layout table for sentinels, prototype suits are standardized to 4 slots as standard assaults? or is that an error?
Error and fixed, thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:37:00 -
[116] - Quote
Louis Domi wrote:No change for heavy damage mods? Also you nerfed the assualt scrambler? Who complains about it? Also on your Dropsuit graph it shows caldari has only 109 armor currently, but it has 120 currently Concerning the balacs, who has those? I've never seen one. Also Good for the increase orbitals You're killing me with caldari heavy cpu/pg nerf, gotta change my AV fit and don't even get a low slot till proto... but i guess since SL got a buff/nerfI outta use them more now. No real reason to use proto,100 damage above adv wouldn't really be worth money. Forgot to add how grateful I am for installation reps, also please explain to me what AI range is? why is it at 75m?
Thanks for the Caldari hp error, I fixed it in the sheet.
AI range means it won't fire at you until you enter that range.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Arkena Wyrnspire
Fatal Absolution
15626
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Posted - 2014.08.07 10:37:00 -
[117] - Quote
How long is it likely to be before this arrives? I'm greatly looking forward to this.
You have long since made your choice. What you make now is a mistake.
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:38:00 -
[118] - Quote
Mauren NOON wrote:Of all the weapons to tweak, you chose the assault scrambler?? Arguably the most balanced rifle in the game and you nerf it?
Ok.........seems to me people need to get their priorities straight...(yes, I'm pointing to you combat rifle...) >.>
It never overheats, just a minor change to fix that. We aren't looking at rifle balance, as there is no need really by looking at the data.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:44:00 -
[119] - Quote
Nothing Certain wrote:I am pretty pessimistic about this update. Alpha and Bravo were marked by bringing very conservative changes to things that were obviously imbalanced. Charlie is making very aggressive changes to things that are not clearly imbalanced but in need of tweaking. Page by page.
Assaults Dropsuit changes-needed and seems to be in line with what is needed.
Sentinel Dropsuit-WTF? dropping CPU and PG by 40 or 50% is drastic. Yes, they needed to be nerfed in fitting ability but only a 15% change or so was called for.
Scout suits- IDK, the subtleties of ewar I will leave to others, what is clear is that the suit most in need of change, the Min suit, with the easiest change to make, adding PG, was left out in the cold, establishing it clearly as the worst scout suit in the game.
Various-Seems OK to me.
Vehicles-Increasing shields by 500? Why? Bad idea that will haunt us all. Increased recall time is a small improvement. Entry/exit time is more important but we have gone over that as not being fixable.
Slot layout- IDK
Dropsuit eHP-Looks fine to me
Weapons-Like the changes to 4 missiles and leveling of the tiers but the nerf to proto was completely unnecessary, it makes proto pretty much pointless. HMG changes, well, we'll see. I like the approach.
Turrets-Seems Ok.
Modules-I think the greater difference in tier for damage mods was needed. Why not Heavy Damage Mods though?
Turrets-Yes, and something I have long advocated. HP on installations seems excessive to me though, but after clamoring for this change since I started the game I don't feel I can criticize it.
My personal opinion on this is that you seem to have a grudge against me personally this update. I am pretty close to a dedicated AV guy. My forge suit will be much harder to fit now and I don't know if I can make it both effective and survivable. My nemesis, the Python, will be made 500 shield points harder to kill, while I find them near impossible to kill already. My swarm suit will be getting a significant nerf as well. While I have spent a lot of time and SP investing on going AV, anyone willing to go to ADV swarms will now essentially be as effective as I am. While I approve of the turrets, they will now also be competing with me for AV points, so there will be much less incentive for me to run AV and be killable by everyone else on the field. In short, this update seems poised to hurt the only playstyle I truly enjoy.
Sentinels do not need a damage buff at all, therefore no Heavy Dmg Mod buff
Proto swarm changes can be offset by the Light Damage Mod Buff
By crunching the numbers, you will see that 15% reduction to Sentinel PG is not nearly enough.
Reducing the PG of three Modules that Minmatar scouts use is a buff to them (and some others by proxy)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5177
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Posted - 2014.08.07 10:46:00 -
[120] - Quote
Breakin Stuff wrote:why has the caldari sentinel slot layout changed, exactly? I think the suit was just fine with 4 highs, since it's frakking pointless to stack 4 damage mods in highs and they need the shield buffer. I'm currently getting shield regen and regulation up and was hoping that the suits would not become more viable for dual-tank. with the shift to minmatar slot layouts it might be more effective to drop a pair of reactive armors in the lows instead of regulators. This is bad. Dualtanking should be harder please, especially with suits that have nightmarishly large shield buffers.
Second: why were Heavy Damage mods capped at 5%? They're pretty crappy (to the point of near-worthlessness), and there are weapon variants (Assault HMG) that utterly lack efficacy because of it, and the boundless isn't going to kill much faster. maybe .02 seconds. I'm not noticing much difference in efficacy between a caldari sentinel with three damage mods and an amarr sent with 1 damage mods in actual combat situations. In both cases it still takes the same number of shots to kill each class of vehicle.
PG/CPU adjustments I'm bluntly happy with, encouraging heavies to fit accordingly weapon-wise is a good thing.
Assault buffs: MASSIVE GORRAM BUFFS! Bout goddamn time. I should fear running into a full squad of caldari shield suits with my tub of ice cream and HMG. This may cause it. Hopefully the buffs balance out well. Are the Templar and ancient basic BPOs being adjusted accordingly?
Swarms: Pretty much get a damage nerf at the proto level. I understand the light damage mods are getting a buff but are the numbers really that high? The performance of swarms is largely lackluster so far. Not as bad as four patches ago, but still lacking. Especially for a weapon class that cannot be targeted at anything smaller than an LAV. I can blap infantry with the forge.
Heat increase for HMG: Will test, not bitching because I can hold that trigger down for damn near ever currently, want to see how the dynamic changes.
Proto HMG reduction in range: Meh. again, will see if the dynamic changes.
Assault Scrambler: Why was the heat increased? Bluntly the weapon is underused if anything. I see that weapon in play rarely at best.
Reactive plates: My gut says the armor rating on them should be 80 at PRO, not 60. Will test.
Dropship shields: Are we going to be introducing shield-cracking AV weapons that can HIT a dropship? You have to be a dumbass for a plasma cannon to connect.
Recall times: You just sealed the fate of a lot of tanks. Thank you.
Loyalty point increases: Please tell me you've increased the base payouts for losing teams as well. currently there is little reason to play FW on sides that habitually lose. Further: Heavy Weapons, Sentinels, Commandos and scouts are almost entirely unrepresented in FW stores. I want assault suits like I want a hole in the head.
Yes, LP payout for losing team is also tripled
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5179
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Posted - 2014.08.07 10:47:00 -
[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
|
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
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1811
|
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
|
Posted - 2014.08.07 18:34:00 -
[146] - Quote
...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
MEDICO RITARDATO
Dead Man's Game
146
|
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???
|
Anna Cleta
Namtar Elite Gallente Federation
1
|
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
|
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"
|
iliel
0uter.Heaven
82
|
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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Crimson ShieId
Psygod9
741
|
Posted - 2014.08.07 19:12:00 -
[151] - Quote
Now, I don't know if this was asked or not, but in terms of the AI range, I'm a bit confused. It says the range is 75 meters. Does that mean turrets won't fire on you at all if you're out of that range? Will they start firing on you immediately once you enter that range? If you shoot a rail turret from 80 meters out with a forge gun, will it fire on you, or do you have to enter its' effective range before it does anything?
Nova Knives are best sidearm.
|
JRleo jr
Xer Cloud Consortium
222
|
Posted - 2014.08.07 19:13:00 -
[152] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
989
|
Posted - 2014.08.07 19:14:00 -
[153] - Quote
iliel wrote: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.
You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless.
Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision)
Overlord of Broman
|
JRleo jr
Xer Cloud Consortium
222
|
Posted - 2014.08.07 19:15:00 -
[154] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
|
CCP Rattati
C C P C C P Alliance
5239
|
Posted - 2014.08.07 19:16:00 -
[155] - Quote
The dark cloud wrote:CCP Rattati wrote:All of you who have pointed out the Cal sentinel slot layout. Thanks.
During the slot layout discussion (40 pages), we were debating the "universal" matrix, and the fact that 5 slot Caldari suits had differing needs. Specifically the Caldari scout needed 2 slots to be able to dampen properly like the other 3. The discussion went back and forth, and into whether double regulators in low or an armor rep woudn't be a solid choice for CA sentinels.
The final result was to go back to 4-1, and make the CA scout exception to the universal matrix, and footnote it for everyone to remember why that happened. And then we (or I to take the blame) forgot to make that change because the 3-2 argument was pretty good.
All that said and done, we are reverting the CA sentinels to 4-1, effective immediately.
Again, thanks everyone.
What you are not going to change it to a 3-2 layout on proto? God damnit and there i was saving SP for regulators and hoping for a quick recharging shield heavy. I really wanted that 1.6 recharge delay and 0.5 depleted. Ah well there goes my hope and im not gonna us a regulator on my caldari sentinel.
sorry
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
JRleo jr
Xer Cloud Consortium
222
|
Posted - 2014.08.07 19:17:00 -
[156] - 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...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
mollerz
4717
|
Posted - 2014.08.07 19:19:00 -
[157] - 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.
My only point in return is that everything a minmatar uses is heavy on PG. Other scouts have 0 PG EWAR modules to strengthen their role bonuses. just something to consider!
Is the Nova Knife fitting optimization skill still on the table? That would work in lieu of a suit PG increase.
Dingle Dust Berry.
|
The dark cloud
The Rainbow Effect
3877
|
Posted - 2014.08.07 19:21:00 -
[158] - 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 I only forgive you if i get a reptool variant which only heals shields. That should achieve the balance between shield and armor heavys.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
|
|
CCP Rattati
C C P C C P Alliance
5244
|
Posted - 2014.08.07 19:21:00 -
[159] - Quote
I know Logibro is very excite about Nova Knife fitting optimizations
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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JRleo jr
Xer Cloud Consortium
224
|
Posted - 2014.08.07 19:23:00 -
[160] - 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
|
The dark cloud
The Rainbow Effect
3877
|
Posted - 2014.08.07 19:24:00 -
[161] - Quote
Oh gez wis like if 1/2 PG savings on nova knifes are important. Anyway keep the shield reptool in mind for delta. It doesnt need to heal insane amounts only like 20HP/s or something in that area.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
|
mollerz
4718
|
Posted - 2014.08.07 19:24:00 -
[162] - Quote
CCP Rattati wrote:I know Logibro is very excite about Nova Knife fitting optimizations
I'm very excite too then.
Dingle Dust Berry.
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1805
|
Posted - 2014.08.07 19:26:00 -
[163] - Quote
I still think Installations got too much of a buff, though thanks for reducing the engaging and total range of them.
As an ADS and LAV pilot this is going to be rough, but the reduction in AI might balance it out. I'll probably make a rant thread later.
Btw, any idea when Charlie will be deployed? I've just skimmed if I've missed it. |
iliel
0uter.Heaven
82
|
Posted - 2014.08.07 19:27:00 -
[164] - Quote
Ares 514 wrote:iliel wrote: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. You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless. Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision)
Lol. Come on. Stack two prec. mods in your highs. You get 21.5 db. That let's you scan every suit in the game that isn't wearing three damps, other than the Cal Scout (which must wear 2) and the Gal Scout (which needs only 1).
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
|
Posted - 2014.08.07 19:34:00 -
[165] - Quote
iliel wrote:Ares 514 wrote:iliel wrote: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. You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless. Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision) Lol. Come on. Stack two prec. mods in your highs. You get 21.5 db. That let's you scan every suit in the game that isn't wearing three damps, other than the Cal Scout (which must wear 2) and the Gal Scout (which needs only 1).
There is zero point to put ANY precision modules on a non Amar scout. Any gal/cal scout with a brain will have at least one profile dampener on making it impossible to scan them as a gal scout. Any non scout suit will most likely not bother with profile dampeners after this hotfix, and if they do, they're not hard to find without seeing them on the minimap.
Overlord of Broman
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
|
Posted - 2014.08.07 19:37:00 -
[166] - Quote
Ares 514 wrote:iliel wrote:Ares 514 wrote:iliel wrote: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. You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless. Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision) Lol. Come on. Stack two prec. mods in your highs. You get 21.5 db. That let's you scan every suit in the game that isn't wearing three damps, other than the Cal Scout (which must wear 2) and the Gal Scout (which needs only 1). There is zero point to put ANY precision modules on a non Amar scout. Any gal/cal scout with a brain will have at least one profile dampener on making it impossible to scan them as a gal scout. Any non scout suit will most likely not bother with profile dampeners after this hotfix, and if they do, they're not hard to find without seeing them on the minimap.
Basically scouts will be running around not seeing each other on the minimap. The only thing the gal scout precision bonus does is let them see any Amar/Min scout that has no dampeners on.
Overlord of Broman
|
Spankdamonke
Kang Lo Directorate Gallente Federation
3
|
Posted - 2014.08.07 19:39:00 -
[167] - Quote
Shouldn't the fire interval on the Burst HMG be .010? The current listed 4,000rpm would lend it to much lower dps values than listed in the spreadsheet from the archives...unless my math is off. |
iliel
0uter.Heaven
84
|
Posted - 2014.08.07 20:03:00 -
[168] - Quote
Ares 514 wrote:iliel wrote:Ares 514 wrote:iliel wrote: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. You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless. Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision) Lol. Come on. Stack two prec. mods in your highs. You get 21.5 db. That let's you scan every suit in the game that isn't wearing three damps, other than the Cal Scout (which must wear 2) and the Gal Scout (which needs only 1). There is zero point to put ANY precision modules on a non Amar scout. Any gal/cal scout with a brain will have at least one profile dampener on making it impossible to scan them as a gal scout. Any non scout suit will most likely not bother with profile dampeners after this hotfix, and if they do, they're not hard to find without seeing them on the minimap.
Sry, Ares, but if you don't run precision on a non-Amarr scout and you're running any weapon other than nk or sg, then you'll get ganked by the 900ehp assaults or 1k+ehp heavies. Most good Assaulters will be unscannable, so it'll basically be youre 400hp v their 800 or 900 hp. I for one will be running 2 or 3 prec on a cal scout and nova knives. But, my primary, will be the Amarr. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
|
Posted - 2014.08.07 20:07:00 -
[169] - Quote
iliel wrote:Ares 514 wrote:iliel wrote:Ares 514 wrote:iliel wrote: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. You think the cal scout has it bad? that 50% bonus is useful, try 10% precision bonus on the gal scout which is pretty much worthless. Cal scouts were way to OP with that precision bonus, overall i'm very happy with the ewar changes. (i just hate my gal scout secondary bonus of precision) Lol. Come on. Stack two prec. mods in your highs. You get 21.5 db. That let's you scan every suit in the game that isn't wearing three damps, other than the Cal Scout (which must wear 2) and the Gal Scout (which needs only 1). There is zero point to put ANY precision modules on a non Amar scout. Any gal/cal scout with a brain will have at least one profile dampener on making it impossible to scan them as a gal scout. Any non scout suit will most likely not bother with profile dampeners after this hotfix, and if they do, they're not hard to find without seeing them on the minimap. Sry, Ares, but if you don't run precision on a non-Amarr scout and you're running any weapon other than nk or sg, then you'll get ganked by the 900ehp assaults or 1k+ehp heavies. Most good Assaulters will be unscannable, so it'll basically be youre 400hp v their 800 or 900 hp. I for one will be running 2 or 3 prec on a cal scout and nova knives. But, my primary, will be the Amarr.
I run SG. :)
Haven't done the math but I doubt many assaults will be willing to loose the tank and put enough dampeners on to avoid a scouts precision. Anyone know how many it would take?
Overlord of Broman
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
|
Posted - 2014.08.07 20:12:00 -
[170] - Quote
Mediums need one to avoid other scouts, two to avoid gal scouts. You really think assaults will run two dampeners and take that hit in CPU/slots?
End of day I don't need to scan others I just hate being scanned by one cal scout and his 5 heavy buddies can now see me.
Overlord of Broman
|
|
Mr Hakyou
101
|
Posted - 2014.08.07 20:15:00 -
[171] - Quote
Ares 514 wrote:I run SG. :)
Haven't done the math but I doubt many assaults will be willing to loose the tank and put enough dampeners on to avoid a scouts precision. Anyone know how many it would take? I know someone who is going Cal Assault, 3 Shield Extenders, 2 Damage Mods, and 3 Dampeners.
With that he will have a 22 Scan Profile, which is under the Cal Scout and Gal Scouts Precision, and he will have 500 shields.
Hotfix Charlie
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
|
Posted - 2014.08.07 20:26:00 -
[172] - Quote
Mr Hakyou wrote:Ares 514 wrote:I run SG. :)
Haven't done the math but I doubt many assaults will be willing to loose the tank and put enough dampeners on to avoid a scouts precision. Anyone know how many it would take? I know someone who is going Cal Assault, 3 Shield Extenders, 2 Damage Mods, and 3 Dampeners. With that he will have a 22 Scan Profile, which is under the Cal Scout and Gal Scouts Precision, and he will have 500 shields.
Good point, any medium who runs dampeners will probably go all the way, rendering any precisions useless.
Overlord of Broman
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Temias Mercurial
Knights Of Ender RISE of LEGION
145
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Posted - 2014.08.07 20:27:00 -
[173] - Quote
Vulpes Dolosus wrote:I still think Installations got too much of a buff, though thanks for reducing the engaging and total range of them.
As an ADS and LAV pilot this is going to be rough, but the reduction in AI might balance it out. I'll probably make a rant thread later.
Btw, any idea when Charlie will be deployed? I've just skimmed if I've missed it.
As an ADS pilot, I'm quite thankful that when flying within proximity of the enemy redline (where missile turrets are positioned) that I will no longer get shot at across the map for the remainder of the game, as they reduced their insane range and lock-on capabilities.
I think the only issue I'm going to have with turret installations is when someone is manning them, and then trying to destroy them myself. 2000shield and 10,000 armour is going to be a b*tch to cut through... even with proto rails and an Incubus... I might have to make a run or two to a supply depot.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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IgniteableAura
Pro Hic Immortalis
1520
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Posted - 2014.08.07 20:31:00 -
[174] - 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.
But its not, please look again.
The changes won't influence the inability to run cloak on a minmitar scout.
I can take a GAL scout and get it faster than a minmitar scout and still have plenty of PG left over to fit a cloak and a primary weapon.
Scout M/1-Series HS: Enhanced Shield Extender HS: Enhanced Shield Extender HS: Complex Sidearm Damage Modifier LS: Complex Kinetic Catalyzer LS: Complex Kinetic Catalyzer LWS: Empty SWS: Ishukone Nova Knives
PG: 56/56 EHP: 312 Sprint: 10.38 Notice complete lack of equipment and primary weapon
Scout G/1-Series HS: Complex Light Damage Modifier HS: Enhanced Shield Extender HS: Complex Kinetic Catalyzer LS: Complex Kinetic Catalyzer LS: Complex Kinetic Catalyzer LWS: Combat Rifle SWS: Ishukone Nova Knives EQ1: Cloak Field
PG: 68/68 EHP: 298 Sprint: 10.73
Runs faster, similar eHP, primary weapon, cloak. Has less chance of OHK.
My Youtube
Biomassed Podcast
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DarthMcFizzle
MOOSE-KNUCKLEz CLAN
70
|
Posted - 2014.08.07 20:37:00 -
[175] - Quote
Why no heavy weapon dmg mod buff? :( |
iliel
0uter.Heaven
84
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Posted - 2014.08.07 20:52:00 -
[176] - Quote
Ares 514 wrote:Mr Hakyou wrote:Ares 514 wrote:I run SG. :)
Haven't done the math but I doubt many assaults will be willing to loose the tank and put enough dampeners on to avoid a scouts precision. Anyone know how many it would take? I know someone who is going Cal Assault, 3 Shield Extenders, 2 Damage Mods, and 3 Dampeners. With that he will have a 22 Scan Profile, which is under the Cal Scout and Gal Scouts Precision, and he will have 500 shields. Good point, any medium who runs dampeners will probably go all the way, rendering any precisions useless.
Nope: the 22 will not escape the Gal Scout with 2 precision mods. Ares, you should run 2 and gank this guy for trying. |
iliel
0uter.Heaven
84
|
Posted - 2014.08.07 20:56:00 -
[177] - Quote
Let me repeat this here just in case someone important is listening:
The Cal Scout will be useless and quickly replaced by the Amarr - - at least in competitive matches.
As for the Cal's dampening, as Rattati has said, the only reason the Cal gets that bonus is to be able to be unscannable against Gal Logi Focus. Every other scout can do the same thing without the bonus. Essentially, the Cal using all its lows for damp is the same as the Min using all its lows or the Amarr using all its lows. (In fact, the Amarr only needs to use 3 of them!)
This means that:
The Amarr gets precision, stamina, and can dampen (with room to spare!). The Min gets hacking, knife damage, and can dampen. AND the Gal gets two or even three free low slots for WHATEVER it wants (speed, hacking, range, armor . . . ) and also decent enough precision to force at least an assault to wear 3 damps to be invisible.
Let us not forget that Low Slots are better for scouts than High Slots.
I agree that the Min's bonus is mediocre compared to that of the Amarr and Gal. But this mediocrity depends on the current role of Nova Knives, which may change when proto Min scouts are destroying 6000ehp tanks with about 6 or 7 charge shots.
Anyway, main point: give the Cal back its precision or give me back my SP.
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The dark cloud
The Rainbow Effect
3882
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Posted - 2014.08.07 21:08:00 -
[178] - Quote
Assaults using dampeners are just silly cause they can be picked up by proto scanners on gal logis every day. Cause regular proto scanners have a precision of 28DB then you add precision bonus from gal. logi skill which gets down to 21DB. And thats not even the highest precision avaible.
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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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
990
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Posted - 2014.08.07 21:36:00 -
[179] - Quote
iliel wrote:Ares 514 wrote:Mr Hakyou wrote:Ares 514 wrote:I run SG. :)
Haven't done the math but I doubt many assaults will be willing to loose the tank and put enough dampeners on to avoid a scouts precision. Anyone know how many it would take? I know someone who is going Cal Assault, 3 Shield Extenders, 2 Damage Mods, and 3 Dampeners. With that he will have a 22 Scan Profile, which is under the Cal Scout and Gal Scouts Precision, and he will have 500 shields. Good point, any medium who runs dampeners will probably go all the way, rendering any precisions useless. Nope: the 22 will not escape the Gal Scout with 2 precision mods. Ares, you should run 2 and gank this guy for trying.
The point is a scout doesn't really need to scan the few assaults that do this. The biggest issue for me has always been being perma scanned as a scout by one guy for his entire squad unless you completely gimped your suit. With the Charlie hot fix this won't be an issue. I like the fact most scouts won't be scanning each other.
Overlord of Broman
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Cass Caul
373
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Posted - 2014.08.07 21:43:00 -
[180] - Quote
CCP Rattati wrote:I know Logibro is very excite about Nova Knife fitting optimizations
any chance we can get fitting optimization skill changed from a x6 to x3 multiplier so it's actually a reasonable cost to benefit ratio to skill into?
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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iliel
0uter.Heaven
85
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Posted - 2014.08.07 21:56:00 -
[181] - Quote
The dark cloud wrote:Assaults using dampeners are just silly cause they can be picked up by proto scanners on gal logis every day. Cause regular proto scanners have a precision of 28DB then you add precision bonus from gal. logi skill which gets down to 21DB. And thats not even the highest precision avaible.
Wait, does Gal Logi bonus stack with Precision Enhancers? Or can it scan quad damped Gal Scouts? |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
244
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Posted - 2014.08.07 22:17:00 -
[182] - Quote
Is the 2nd sidearm (?) being removed from the Amarr Commando or that a misprint and actually supposed to be the Amarr Logi?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Commander Noctus
Chatelain Rapid Response Gallente Federation
41
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Posted - 2014.08.07 22:27:00 -
[183] - Quote
el OPERATOR wrote:Is the 2nd sidearm (?) being removed from the Amarr Commando or that a misprint and actually supposed to be the Amarr Logi?
The Loyalty Store variant of the Commando ak.0 could carry 3 weapons: two Light, 1 Sidearm. They're removing the Loyalty version's Sidearm. |
Xeger's Hammer
SVER True Blood Dark Taboo
6
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Posted - 2014.08.07 22:28:00 -
[184] - Quote
*When is the assault HMG getting the range buff it needs. It's supposed to shoot further and do more damage than a regular HMG, but doesn't come close. Please buff range.
*New HMG Racial Weapons, Heavy Pulse weapons, Laser cannons, mini rail guns would be nice. Stop neglecting the heavies, we need specialized weapons too. Imagine the fun of tearing a scout up at a hundred meters as opposed to 30 or less. Sorry you nasty little scouts. lol
*And for scouts: Get rid of the red crosshairs on scouts when we are standing still, it sucks. I stopped so I could turn invisible, not become a sitting duck.
*Sharp shooter for the shotty would be nice to have again. I'm sure you can think of some kinda balance.
I want 5 low slots on my amarr ak.0 with increased ammo in the drums clip. (That was wishing on a hope and a prayer that a snowball could make it through hell.
*Make footfalls louder so I can hear those damn scouts sneaking up on my fat ass. If someone is running at me in real life, I'm sure I might be able to hear something.
****Important: Now that we have the the scrambler rifle, and the rail rifle, when can we get the Tactical Assault rifle un-nerfed, and given back it's glorious clip sized and rate of fire. I didn't save up 3,351,690sp so I would have a gun that is completely outclassed by a rail rifle, and fired half as fast as a scrambler rifle. There has to be a compromise. The tactical AR doesn't even have the range it used to. It should have longest range, and most damage if it is to keep its nerfed condition. The next time you play test, use a Tac AR.
*There's a lot of us that agree big time on having a weapons respec. I know it might not happen, but since we didn't get one when the new weapons came out, it would be a nice charlie hotfix gift.
*The poor Caldari people have been the little ***** boys of the other three races for so long, that it's time show some love to the caldari logies and assault DS. My poor logis has been effed over so hard, that he's not even worth using anymore. Okay, I really don't care about the assault suits, but do you know how hard its been to have a cal logi that can carry what we need, rep a heavy or two, and not be chewed up and spit out by random rail rifle fire. 1.8 was supposed to be good news for the cal logi, and it didn't seem to do anything. What good is Complex shields modules if they're only 66hp, and enhanced is 50? We need the shields so we can stay true to being a shielded race. We should be the fastest logies, but we run as slow as the galente, and the amarr should be more heavily armored.
*Shield Extenders need a major boost. Or we need a hive or active module that can boost shields. Having a complex shield extender with 7% recharge delay penalty nullifies the regulators almost completely. I have seen a proto galente scout with more hp than a caldari logi built for the purpose of being a logi. When I came back to dust after Bravo, I had know about the equipment nerf, and thought that would ruin the logi, but it was okay, But, pushing the basic shield to 33 and the enhanced to 50 while leaving the complex at 66 doesn't do anything for caldaries or minmatars. If anything, it should be 50, 80, and 110hp, or something like that if you give the penalty for recharge delay. Do away with energizers, they work too well the way they are now, and increase the HP of shields. That would balance out, maybe. There are too many guns out there that can fry a cal at long range, specifically target armor. If haven't tried it, then you should. A caldari logi doesn't stand a prayer going against a galente or ammar logi.
****New idea retold - Sell isk for cash or aurum. Selling a million isk for 1 dollar would be golden for you guys, and make a lot of corporations be able to compete more actively in PC battle. Some 25 to 30 man corps cant take a shot at bigger PC franchises because of funding. (heard that from someone yesterday)
Anyway, thanks for reading, please consider my ideas for Hotfix charlie or Delta. Xeger |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
245
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Posted - 2014.08.07 22:47:00 -
[185] - Quote
Commander Noctus wrote:el OPERATOR wrote:Is the 2nd sidearm (?) being removed from the Amarr Commando or that a misprint and actually supposed to be the Amarr Logi? The Loyalty Store variant of the Commando ak.0 could carry 3 weapons: two Light, 1 Sidearm. They're removing the Loyalty version's Sidearm.
Ah, thank you.
*places signed yet undated support ticket for AmarrLogi SP refund away*
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
414
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Posted - 2014.08.07 22:51:00 -
[186] - Quote
So.... back to Uprising 1.0-1.6 for vehicle vs. AV but kinda ****** vehicle combat as well? kk.
EDIT: Oh, I see that you're putting further nerfs to blasters, as well as making turrets even harder to kill, without taking the AI away. Good job. This is why I can't play dust anymore. Bullshit like this. |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
245
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Posted - 2014.08.07 22:52:00 -
[187] - Quote
Overall, thank you Rattatatti et al. for continuing to try to get things level around here. Most of this affects me only peripherally, except the heavy pg/CPU/slot shifts. I'll have to see how my heavies do with them and what I need to do to keep them alive, repaired and supplied before celebrating or condemning. But thank you for exhibiting the wherewithal to try.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Rei Ayame
Glitched Connection
0
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Posted - 2014.08.07 23:13:00 -
[188] - Quote
Are we getting increased payout in public contracts? I thought that was pushed back to charlie. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12698
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Posted - 2014.08.07 23:18:00 -
[189] - Quote
Cat Merc wrote:With the Amarr Assault bonus, that increases to 2,386.3 damage before overheat.
The power of math.....
Being able to do complex mathematics is something I would love to be able to do... but my mind just doesn't work that way.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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CCP Rattati
C C P C C P Alliance
5279
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Posted - 2014.08.07 23:48:00 -
[190] - Quote
Roger Cordill wrote:So.... back to Uprising 1.0-1.6 for vehicle vs. AV but kinda ****** vehicle combat as well? kk.
EDIT: Oh, I see that you're putting further nerfs to blasters, as well as making turrets even harder to kill, without taking the AI away. Good job. This is why I can't play dust anymore. Bullshit like this.
I can only suggest that you reread the threads.
Both blasters are getting buffed and AI range is reduced drastically to compensate for higher ehp
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
5279
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Posted - 2014.08.07 23:53:00 -
[191] - Quote
Crimson ShieId wrote:Now, I don't know if this was asked or not, but in terms of the AI range, I'm a bit confused. It says the range is 75 meters. Does that mean turrets won't fire on you at all if you're out of that range? Will they start firing on you immediately once you enter that range? If you shoot a rail turret from 80 meters out with a forge gun, will it fire on you, or do you have to enter its' effective range before it does anything?
The dev blog will explain a bit better
The old AI was the same range as the weapon range, it would start tracking you when you entered that range. Now, it will not track or attack you until you enter 75 m. If you attack it, it will respond to the attack up to its maximum range 250 m or so. So there is a dead space that you can use to maneuver within. Also, it will prefer vehicles and not even fire at Infantry, unprovoked, even within 75m. But will always return fire.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alldin Kan
Imperfects Negative-Feedback
1174
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Posted - 2014.08.07 23:55:00 -
[192] - Quote
Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it.
Alldin Kan has joined the battle!
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CCP Rattati
C C P C C P Alliance
5279
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Posted - 2014.08.07 23:57:00 -
[193] - Quote
Alldin Kan wrote:Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it.
Let me take a look tomorrow. It was one of the things that has bothered me, especially that Minmatar ehp reduction is more than the amarr ehp bonus, compared to the other two. For scouts its the same number, but not for the rest of the dropsuits.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cass Caul
376
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Posted - 2014.08.08 00:03:00 -
[194] - Quote
CCP Rattati wrote:Roger Cordill wrote:So.... back to Uprising 1.0-1.6 for vehicle vs. AV but kinda ****** vehicle combat as well? kk.
EDIT: Oh, I see that you're putting further nerfs to blasters, as well as making turrets even harder to kill, without taking the AI away. Good job. This is why I can't play dust anymore. Bullshit like this. I can only suggest that you reread the threads. Both blasters are getting buffed and AI range is reduced drastically to compensate for higher ehp
Are the turrets going to be moved at all? As it stands most turrets favor offense, meaning they're still good targets to take out at the beginning of battle because most of them are facing the closest spawn point.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Alldin Kan
Imperfects Negative-Feedback
1174
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Posted - 2014.08.08 00:09:00 -
[195] - Quote
Oh right, one more thing:
Are the dropsuits getting correct color schemes by Charlie? You all seem quiet about this...
Alldin Kan has joined the battle!
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
99
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Posted - 2014.08.08 00:43:00 -
[196] - Quote
CCP Rattati wrote:Alldin Kan wrote:Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it. Let me take a look tomorrow. It was one of the things that has bothered me, especially that Minmatar ehp reduction is more than the amarr ehp bonus, compared to the other two. For scouts its the same number, but not for the rest of the dropsuits.
Please consider it. I'v been asking this before, but no response. Also look into it's bonus. The 2% armor resistance to AR seems odd for a shield based heavy.
The Blazing Intellect Machine
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Nocturnal Soul
Immortal Retribution
3830
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Posted - 2014.08.08 00:47:00 -
[197] - Quote
DarthMcFizzle wrote:Why no heavy weapon dmg mod buff? :( Do we really have to explain 4000rpm to you?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Sgt Kirk
Fatal Absolution
7071
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Posted - 2014.08.08 01:09:00 -
[198] - Quote
Nocturnal Soul wrote:DarthMcFizzle wrote:Why no heavy weapon dmg mod buff? :( Do we really have to explain 4000rpm to you? You have to speak very slowly to heavies to get them to understand you.
You have to grunt and dance if it's Minmatar.
see you space cowboy...
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
62
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Posted - 2014.08.08 01:54:00 -
[199] - Quote
CCP Rattati wrote:Alldin Kan wrote:Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it. Let me take a look tomorrow. It was one of the things that has bothered me, especially that Minmatar ehp reduction is more than the amarr ehp bonus, compared to the other two. For scouts its the same number, but not for the rest of the dropsuits. If Minmatar are supposed to have the opposite of Amarr(which would be 870) and have equal armor/shields then that means the Sentinel needs 45 more shields.
The Commando needs 10 more shield and 50 more armor to equal 310 each.
The Logi has the correct total but it could be changed to 120 armor/shields. |
Lunatic Kota
0uter.Heaven
186
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Posted - 2014.08.08 03:14:00 -
[200] - Quote
Alldin Kan wrote:Oh right, one more thing:
Are the dropsuits getting correct color schemes by Charlie? You all seem quiet about this...
The last time I saw a blue tag on this issue was when 1.8 dropped. They don't care or do I honestly think they see this as a problem. They should honestly try playing a calmando.
If you find yourself in a fair fight, you didn't plan your mission properly.
-David Hackworth
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BEAU steale
GRIM MARCH
0
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Posted - 2014.08.08 04:49:00 -
[201] - Quote
Will all of the proto assault suits have 5 4 / 4 5 slot layout ir a 5 3 /3 5 slot layout
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Temias Mercurial
Knights Of Ender RISE of LEGION
145
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Posted - 2014.08.08 04:57:00 -
[202] - Quote
iliel wrote:The dark cloud wrote:Assaults using dampeners are just silly cause they can be picked up by proto scanners on gal logis every day. Cause regular proto scanners have a precision of 28DB then you add precision bonus from gal. logi skill which gets down to 21DB. And thats not even the highest precision avaible. Wait, does Gal Logi bonus stack with Precision Enhancers? Or can it scan quad damped Gal Scouts?
Precision enhancers do not add on to the Gallente Logi bonus of the >Active< Scanner, as precision enhancers only apply to passive suit scanning...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3847
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Posted - 2014.08.08 05:44:00 -
[203] - Quote
Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are.
(The godfather of tactical logistics)
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xAckie
Ghost. Mob
444
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Posted - 2014.08.08 11:30:00 -
[204] - Quote
to ensure differentiation in play style, and lessen dual tanking on the caldari shield suit, you should have put the increase of HP solely on shield and not on armour.
We have been given a free feroscale plate. Add a basic armour module and we have around 360 armour on a shield suit. |
Kallas Hallytyr
Skullbreakers
708
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Posted - 2014.08.08 12:35:00 -
[205] - Quote
John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are.
STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably.
Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others.
Alt of Halla Murr.
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Maximus Stryker
Who Are Those Guys
1020
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Posted - 2014.08.08 14:52:00 -
[206] - Quote
Kallas Hallytyr wrote:John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are. STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably. Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others. Disagree, nerfing pro swarm was a bad idea IMO.
Pro swarms are not that great, there range nerf has restricted them to not be too devastating to DS, they should have at a minimum kept their damage the same if they didn't want to buff them but nerf pro swarm damage, doo doo.
Best Idea For Legion
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Dust User
KILL-EM-QUICK RISE of LEGION
415
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Posted - 2014.08.08 15:54:00 -
[207] - Quote
Kallas Hallytyr wrote:John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are. STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably. Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others.
If you're not running proto then you're not doing it right. |
Snake Sellors
Hellstorm Inc League of Infamy
270
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Posted - 2014.08.08 16:11:00 -
[208] - 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.
oh joy............
well done everybody. we nearly had a calsent that could be a decent part of a squad.
so then back to the traditional issues.....
any chance of a shield regulator tool for logi bros?......................... |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
186
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Posted - 2014.08.08 16:22:00 -
[209] - Quote
Wish I could feel one way or the other about the suit and HMG changes. I am mostly a vehicle operator (usually sporting a pimped out scout suit--for when I crash and have to sneak back to a safe RDV area).
I don't see how some of us are able to distinguish a difference between 3 HP damage buffing or 4 hp reduction enough to yell "I've been NERFED--we're screwed--hate this game!!" or "Hurray, this 3HP buff is going to make me a prince of New Eden!!!" ....In all the confusion I witness when I'm on the ground, all those number-tweaks seem to make is the difference between the typical player falling dead without an animated whimper--or the typical player falling dead with her finger still spasming on the trigger and her stray rounds going into the ceiling as she falls. (....no, really I have seen that dead-finger-on-the-trigger thing occur a few times )
So I agree with some of the posts here that are trying to send the message that we are too quick to approve every little new number, and too quick to pee on every slot removal... Our behavior on the battleground over the next two weeks is a better indicator than our math is.
I am always interested in what happens to Large and Small turrets, so some of the changes here make me nervous,... bur "nervous" is GOOD in a fighting game. So in two weeks, I'll have to see.
In the meantime, thanks for remaining persistent, CCP.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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DozersMouse XIII
Opus Arcana Covert Intervention
866
|
Posted - 2014.08.08 16:53:00 -
[210] - Quote
Dust User wrote:Kallas Hallytyr wrote:John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are. STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably. Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others. If you're not running proto then you're not doing it right. actually
pro swarms are good but if you ask me the cbr7's lock on faster after every volly is fired
NERF THE TAMSEN!
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Dust User
KILL-EM-QUICK RISE of LEGION
415
|
Posted - 2014.08.08 17:03:00 -
[211] - Quote
DozersMouse XIII wrote:Dust User wrote:Kallas Hallytyr wrote:John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are. STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably. Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others. If you're not running proto then you're not doing it right. actually pro swarms are good but if you ask me the cbr7's lock on faster after every volly is fired
Swarms are for noobs anyways.
Get good and grab a forge gun. |
Jadd Hatchen
Kinda New here
640
|
Posted - 2014.08.08 19:15:00 -
[212] - 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 What happened to removing the sidearm slot from the Amarr Logi Dropsuit?
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I-Shayz-I
I----------I
4500
|
Posted - 2014.08.08 20:23:00 -
[213] - Quote
In support of Minmatar Sentinel HP buff.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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DozersMouse XIII
Opus Arcana Covert Intervention
867
|
Posted - 2014.08.08 20:26:00 -
[214] - Quote
Dust User wrote:DozersMouse XIII wrote:Dust User wrote:Kallas Hallytyr wrote:John Demonsbane wrote: Overall solid, but I'm not sure that the damage mod buff (to lower than original levels, meaning still worse than brick tankng for most builds) is really an adequate justification or compensation for yet another nerf to swarms. It makes no sense to make them worse than they already are. STD/ADV Swarms are getting buffed. I'm sick of people only thinking about PRO stuff, especially when so may complain about the cost of their PRO AV fits, now ADV, which is much cheaper, is going to be much more effective, comparably. Now shut up trying to say that Swarms are nerfed. PRO got reduced, but the others got buffed and the damage mods went up. It's a wash fro PRO and a buff for the others. If you're not running proto then you're not doing it right. actually pro swarms are good but if you ask me the cbr7's lock on faster after every volly is fired Swarms are for noobs anyways. Get good and grab a forge gun. not my type of gameplay
as a matter of fact I have over 55 million sp and not one point is spec'd into heavy suits or weapons.
i'd much rather use proxy mines, packed AV grenades, gauged nanos, m512 smg, and swarms on my amarr logi
NERF THE TAMSEN!
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PLAYSTTION
GamersForChrist
196
|
Posted - 2014.08.08 21:16:00 -
[215] - Quote
Deleted: Im stupid forget I ever posted.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
Open Beta Vet 26mil sp
R.I.P Dust 514
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Dalton Smithe
OSG Planetary Operations Covert Intervention
104
|
Posted - 2014.08.09 01:17:00 -
[216] - 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
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..... |
Kallas Hallytyr
Skullbreakers
713
|
Posted - 2014.08.09 01:58:00 -
[217] - Quote
Dust User wrote:If you're not running proto then you're not doing it right. Such a credit to the community you are...[/sarcasmincaseyoudidntrealise]
Alt of Halla Murr.
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NextDark Knight
Hellstorm Inc League of Infamy
448
|
Posted - 2014.08.09 03:43:00 -
[218] - Quote
Can we get a AUR or limited trial run version of the Caldari 3 2 setup on the heavy. We would only need a proto variant maybe "Charlie" Sentinal CK.0.
Thank you in advance and would be a great test suit!
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
147
|
Posted - 2014.08.09 04:25:00 -
[219] - Quote
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.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Thor Odinson42
Molon Labe. General Tso's Alliance
4157
|
Posted - 2014.08.09 09:06:00 -
[220] - Quote
CCP Rattati wrote:Alldin Kan wrote:Rattati please consider increasing the HP for Minmatar Sentinel, there's really not much reason to use it other than chasing Assaults and low EHP Heavies. Giving it 450 Shields with 410 Armor would be fair and it should convince more people to skill into it. Let me take a look tomorrow. It was one of the things that has bothered me, especially that Minmatar ehp reduction is more than the amarr ehp bonus, compared to the other two. For scouts its the same number, but not for the rest of the dropsuits.
I think the Min Heavy might be better with the lower eHP but get a bonus to the Burst HMG or something. Make it a flank/breach suit.
It gets torn up by the other heavies in competitive matches, but it's really fun in pubs with 2x Kin Cats.
I haven't thought about the numbers much, but a heavy suit with that speed shouldn't be a defensive beast IMO.
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2176
|
Posted - 2014.08.09 13:13:00 -
[221] - Quote
Kallas Hallytyr wrote:Dust User wrote:If you're not running proto then you're not doing it right. Such a credit to the community you are...[/sarcasmincaseyoudidntrealise] But he has a point. I don't run proto in any other weapon, normally stick to STD BPO tbh, but with the Swarm Launcher the proto is the only way to go since the weapon is underpowered against it's targets.
Swarm AV put themselves at a lot of risk and generally take a beating for the sake of the team, and they do it at considerable ISK cost to themselves.
It's an old argument that won't be resolved here, but i will say this: proto swarms are currently very close to the edge of usefulness, and any direct(e.g. damage) or relative(e.g. DS ehp buff) nerf will serve to push a portion of the playerbase away from running swarm AV at all.
PSN: RationalSpark
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
62
|
Posted - 2014.08.09 14:01:00 -
[222] - Quote
Thor Odinson42 wrote:I think the Min Heavy might be better with the lower eHP but get a bonus to the Burst HMG or something. Make it a flank/breach suit.
It gets torn up by the other heavies in competitive matches, but it's really fun in pubs with 2x Kin Cats.
I haven't thought about the numbers much, but a heavy suit with that speed shouldn't be a defensive beast IMO. Minmatar are supposed to be equal with Amarr in the opposite direction.
Amarr: 960 Gallente/Caldari: 915 Minmatar: 825
It needs 45 more hp.
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zzZaXxx
The Phoenix Federation
419
|
Posted - 2014.08.09 15:23:00 -
[223] - Quote
I like these changes. I think this tips the game over to the point where devs should let us all have a fresh start. A total respec of all invested SP would not only bring some players back to the game (even some would make an impact) and would be appropriate considering that everything has been altered by now. Most weapons have been changed; scout, sentinal, assault will have changed significantly since the dropsuit respec; modules have changed; vehicles have changed; installations will change the way the game is played and therefore skill priorities.
It's time for a fresh start. |
Ironmans Fist
Gummibaerenbande 514
0
|
Posted - 2014.08.09 16:17:00 -
[224] - Quote
Are ADS getting cheaper in Charlie? I can-¦t find anything about it in the numbers :( |
NextDark Knight
Hellstorm Inc League of Infamy
448
|
Posted - 2014.08.09 16:31:00 -
[225] - Quote
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.
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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GENERAL FCF
Sentinels of New Eden
31
|
Posted - 2014.08.09 21:17:00 -
[226] - Quote
No quite sure if i like the changes of hot fix charlie. i liked bravo and 1.8 but i think this is a step backwards. i read the spreadsheet and noticed a change to the light and side-arm damage mods but not the heavy mods. it seems that what all the "cool kids" are doing is getting a caldari Sentinal stacking damage mods and out gunning every other class... I think you should consider giving HIGHER stacking penaltise like 0% efficacy after two heavy damage mods to increase tacticle situations instead of skill-less ones. perhaps giving sentinals greater racial parity in respective suits: Amarr having a moderate edge in armor/shields, gallente having obviously more armor(+200 instead of +50) at the sacrifice of shields, Caldari having significantly more shields than now(+150), and minmitar needs both armor/shields by(+65). the sentinels are unbalanced and not worth spending heavy time with SP into them. this is all my opinion ofcourse,who knows if anyone agrees. Thx for trying anyways CCP! |
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CCP Rattati
C C P C C P Alliance
5330
|
Posted - 2014.08.09 21:56:00 -
[227] - Quote
NextDark Knight wrote:Putting down my drink again :
Would CCP Rattati or the Community be against putting in a AUR/LP variant of the Caldari Heavy Suit with the proposed 3 High and 2 Low Caldari Sentinel CK.0? I know it just got removed a few posts ago, but think about it for community testing purposes. It would be interesting to see something different we could choose to spent AUR or LP. That AUR and LP can be used to test a prototyped design variant. Don't add any new skins or anything just the new prototype item with the 3 / 2 layout.
this is a pretty good idea actually. It's now on the list.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
4956
|
Posted - 2014.08.09 22:03:00 -
[228] - Quote
when we getting officer weapons?
Earn 500Mil
EVE 21 Day Trial
Chat Channel: Vik PC
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NextDark Knight
Hellstorm Inc League of Infamy
448
|
Posted - 2014.08.09 22:50:00 -
[229] - Quote
Thank you.
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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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
107
|
Posted - 2014.08.09 23:20:00 -
[230] - Quote
Why can't we have different color schemes for weapons at std, adv, and proto. My basic mass driver looks exactly the same as my advance. Give me some badass colors.
The Blazing Intellect Machine
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I-Shayz-I
I----------I
4524
|
Posted - 2014.08.09 23:32:00 -
[231] - 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.
Next thing you know, EVERYONE'S going to start wanting Type Bk.1 Series suits
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Booby Tuesdays
Tuesdays With Boobies
738
|
Posted - 2014.08.09 23:35:00 -
[232] - Quote
BlazeXYZ wrote:Why can't we have different color schemes for weapons at std, adv, and proto. My basic mass driver looks exactly the same as my advance. Give me some badass colors. I have no hope of this anytime soon, sadly. They can't even get the proper colors on dropsuits after many, many months. Seriously, 1.8 dropped 5 months ago...
Melee Weapon of Choice: Nokia-3310 Prof. V
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
110
|
Posted - 2014.08.09 23:43:00 -
[233] - Quote
Booby Tuesdays wrote:BlazeXYZ wrote:Why can't we have different color schemes for weapons at std, adv, and proto. My basic mass driver looks exactly the same as my advance. Give me some badass colors. I have no hope of this anytime soon, sadly. They can't even get the proper colors on dropsuits after many, many months. Seriously, 1.8 dropped 5 months ago...
I know right. Is it that hard to fix the colors and add attractive colors for weapons. If your waiting until legion to fix this then we have a problem. It will make the game more appealing to players. I wish I had a dark red color scheme with black patches on my adv. mass driver. Even though i don't get the kills, i'll still be badass with that color.
The Blazing Intellect Machine
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iliel
0uter.Heaven
87
|
Posted - 2014.08.10 00:23:00 -
[234] - 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.
Please also add a Cal Scout with precision rather than range. |
Devadander
Woodgrain Atari
64
|
Posted - 2014.08.10 01:08:00 -
[235] - Quote
Cal-mando going to get some sexy red trimmings?
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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The Eristic
Dust 90210
602
|
Posted - 2014.08.10 01:35:00 -
[236] - Quote
I-Shayz-I wrote:Next thing you know, EVERYONE'S going to start wanting Type Bk.1 Series suits
Pseudo-T2 LP (NOT aurum!) variants would be pretty bonerific. It'd get me into FW more regularly for sure.
Reality is the original Rorschach.
Verily! So much for all that.
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OgTheEnigma
The Rainbow Effect Dark Taboo
193
|
Posted - 2014.08.10 01:55:00 -
[237] - Quote
Viktor Hadah Jr wrote:when we getting officer weapons? More importantantly, HOW do we get the new officer weapons? I'm only interested in Scrambler Rifles and with the current salvage machanics it's going to take weeks/months and hundreds of matches just to get 3 guns. At this rate I wouldn't be against having them on the marketplace for a million ISK or more a piece, or as a faction wafare LP item with a similar cost. |
JRleo jr
Xer Cloud Consortium
259
|
Posted - 2014.08.10 05:13:00 -
[238] - 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?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Haerr
Legio DXIV
1174
|
Posted - 2014.08.10 06:53:00 -
[239] - 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.
ermahgerd scout vk.1 with TWO equipment slots!
...
oh wait
...
ermahgerd scout vk.0 with 1 EQ and 5 low slots!
Giv naow, pl0x |
DeathwindRising
ROGUE RELICS
511
|
Posted - 2014.08.10 06:57:00 -
[240] - 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.
so now were going back to type - II's again lol? why didnt you do that for all the weapons to give us scoped and non-scoped versions, or more dropsuit variants?
and no you cant add it as a aur variant because you need all items to be obtainable without spending real money. you cant start adding aur stuff with different stats unless you include the isk variant. otherwise you'll start seeing people claiming the game is pay to win |
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
161
|
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
|
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
|
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
|
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
|
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
|
Sgt Kirk
Fatal Absolution
7124
|
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...
|
Temias Mercurial
Knights Of Ender RISE of LEGION
150
|
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.
|
Temias Mercurial
Knights Of Ender RISE of LEGION
150
|
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.
|
Sgt Kirk
Fatal Absolution
7126
|
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...
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6541
|
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
|
|
Doyle Reese
OSG Planetary Operations Covert Intervention
488
|
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!
|
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.
|
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
|
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.
|
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?
|
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
|
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!.
|
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 |
|
Temias Mercurial
Knights Of Ender RISE of LEGION
153
|
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.
|
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
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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
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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
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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
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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
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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
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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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