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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Darth-Carbonite GIO
Abandoned Privilege Top Men.
693
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Posted - 2014.08.07 19:01:00 -
[91] - Quote
I'm digging most of this stuff, great work guys.
One question: installation HP has been buffed. Have the warpoints for their destruction been nerfed? Or does the increase in HP balance the risk vs reward for destroying them?
Living proof that the Amarr can't do anything without the Caldari
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lee corwood
Knights Of Ender RISE of LEGION
981
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Posted - 2014.08.07 19:35:00 -
[92] - Quote
Judal Wraith wrote:lee corwood wrote:Judal Wraith wrote:lee corwood wrote:Judal Wraith wrote:Ive been away for a month so I don't know but did the assault scrambler rifle need what I consider a nerf like seriously 1 clip before it overheats most ppl armor tank so why nerf a shield effective weapon especially with the number of heavies I last saw so out of the whole patch thats my only gripe also my amarr assault is finally coming back. Well the Amarr Assault gets a bonus to the Scrambler Rifle heat build up. When you got that bonus to level 5, your dps was a little over the top. I think that was the reason for the change. It does effect the lower end users without that bonus, but I feel that makes it a proper snobbery weapon of the Stiff Nosed Race. Thats still doesn't explain why out of all the guns thet chose a shield effective weapon to nerf over every other gun that burns shield and armor like the cr and rr like if I face off against a gallente heavy or assault 1 clip isn't going to do shite if there upping heat then also damage becuase I only have 1 clip to kill someone. Having all 3 of the weapons I say they all have their uses. In my opinion the RR is the most easy to use of them all with the basic RR being effective completely on its own. But I have definitely stripped shields and most armor with a ScR much more quickly than the RR. CR is a little slower on the uptake of the shields but chews through armor like crazy. But like I said, I think it has to do specifically with the DPS you can put out with the maxed skills in comparison. And it is for the Assault version only. That thing was a beast to encounter on the field. I have proficiency 5 in scrambler i one shot shields easily but what im saying with the way the game is now were armor is tanked mostly why make it harder for scr users to counter what there gun isn't meant to go through I can understand the dps problem but taking a assault weapon and having it only have 1 clip before it overheats is way to much the overheat went from 15 to 25 thats a sizeable jump I deal with armor fine because I play smartly but for others who don't have amarr assault and prof 5 is a kick in the balls becuase I run dcr on my amarr scout also so im going feel the full effect of that overheat there forcing ppl to go into the assault role becuase if I go up against a gal scout with any other rifle he has a advantage just by not having to worry about heat plus hes going to know his enemy can only use 1 clip or constantly Reload And stop Firing for assault gun which is meant for firefights it should be able to keep up with the other rifles and when i last saw they weren't overly used or broken it served its purpose
I agree with you there. I can't say I see justification for why they did so, but maybe you're right and its just another reason to drive people into skilling deeply into the assault suits.
Knights of Ender
Minmatar Logisis | Heavy lover.
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Spankdamonke
Kang Lo Directorate Gallente Federation
3
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Posted - 2014.08.07 20:03:00 -
[93] - Quote
Shouldn't the fire interval on the Burst HMG be .010 (6000 rpm)? I believe it was .013 (4600ish rpm) before. The current listed 4,000 rpm would give much lower dps values than those in the spreadsheet from the archives...unless my math is off.
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KEROSIINI-TERO
The Rainbow Effect
1220
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Posted - 2014.08.07 21:00:00 -
[94] - Quote
RECON BY FIRE wrote:
So that makes it balanced!? The fact that I MUST use damage mods to just to get the same damage output as I had before makes everything ok? You've lost your everloving mind. Why are you coddling dropships so hard? Tanks already cant touch them with their pathetic rail range, forges do pretty good against them but require high player skill and loads of luck that red infantry doesn't come **** you while trying to kill the stupid dropship, and swarms cant touch a dropship. Why don't you just make dropships completely invulnerable to damage except when shot by another dropship? We are almost at that state anyway.
No they did not lose their minds as A vs B balance has to take into consideration both A's and B's maximum performance
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Cody Sietz
SVER True Blood Dark Taboo
3794
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Posted - 2014.08.07 21:03:00 -
[95] - Quote
Are all the new sentinels slot layouts wrong?
I really am not looking forward to a gal sentinel with a 2/3 layout as it will kill it's rep tank ability.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cody Sietz
SVER True Blood Dark Taboo
3794
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Posted - 2014.08.07 21:07:00 -
[96] - Quote
Fox Gaden wrote:CCP Logibro wrote:
All Sentinel Dropsuits have a new slot layout, listed below (STD, ADV, PRO)
-Caldari: 3H/0L, 3H/1L, 4H/1L So the Standard Caldari Sentinel is now 100% dependent on Logi support for armor repairs? So much for the independent Sentinel suit! It does not even have an equipment slot for repping NanoHives. The poor guys. Blame your CalBros for stopping that change. God forbid a CalSentinel get to run a Reg and a rep or even a reactive.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
330
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Posted - 2014.08.07 21:42:00 -
[97] - Quote
ADS Isk price will it be adjusted in Charlie .I didn't see it as being adjusted with this fix. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
330
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Posted - 2014.08.07 22:11:00 -
[98] - Quote
Faction Warfare Loyalty point payouts have been tripled
To breath new life in Faction Warfare we need the Faction Store updated Just tripling LP I don't think is enough if we can't buy what we want from our faction. Every Faction Needs a Rep Tool,Drop uplink, Nanohive,Injector, Sorry Amarr Empire forces the Empress can't provide you a Rep Tool because the only Faction Rep Tool is Minmatar. So if you want a Faction Rep Tool you must fight against those you love. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
650
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Posted - 2014.08.07 22:27:00 -
[99] - Quote
This is great work from the community and CCP team-up, I will be pleased to play with all of these new changes.
I will be await the play data to see how these changes impact the game. More importantly how this will affect the logi crew.
Seeing that this level of adjustment is possible I eagerly await the day when the Logi Class and respective races can also get their day in the spotlight for the tier adjustments and a re-analysis of their bonuses, equipment, and PG/CPU - I believe in their day of reckoning.
The Logi Code. Cross Atu for CPM1 - A logical choice
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CCP Logibro
C C P C C P Alliance
8919
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Posted - 2014.08.08 00:19:00 -
[100] - Quote
Spankdamonke wrote:Shouldn't the fire interval on the Burst HMG be .010 (6000 rpm)? I believe it was .013 (4600ish rpm) before. The current listed 4,000 rpm would give much lower dps values than those in the spreadsheet from the archives...unless my math is off.
The 4000RPM figure is factoring in the burst interval. For comparison, the current Burst HMG has an effective RPM of 2500. Actual fire interval is 0.01 as you stated, with a 0.225 burst delay (down from 0.52 on the old burst HMG)
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Vapor Forseti
Nyain Chan General Tso's Alliance
883
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Posted - 2014.08.08 00:42:00 -
[101] - Quote
Cody Sietz wrote:Are all the new sentinels slot layouts wrong?
I really am not looking forward to a gal sentinel with a 2/3 layout as it will kill it's rep tank ability. I feel as if the Amarr and Gal sentinel's slot layouts should be switched for obvious reasons.
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes."
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Spankdamonke
Kang Lo Directorate Gallente Federation
3
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Posted - 2014.08.08 00:54:00 -
[102] - Quote
CCP Logibro wrote:Spankdamonke wrote:Shouldn't the fire interval on the Burst HMG be .010 (6000 rpm)? I believe it was .013 (4600ish rpm) before. The current listed 4,000 rpm would give much lower dps values than those in the spreadsheet from the archives...unless my math is off.
The 4000RPM figure is factoring in the burst interval. For comparison, the current Burst HMG has an effective RPM of 2500. Actual fire interval is 0.01 as you stated, with a 0.225 burst delay (down from 0.52 on the old burst HMG)
Ah, that makes a bit more sense. Thank you for the clarification! |
DarthMcFizzle
MOOSE-KNUCKLEz CLAN
71
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Posted - 2014.08.08 01:08:00 -
[103] - Quote
Why have the heavy weapon damage mods remained unaltered? I want to be able to kill these buffed pythons. |
Cody Sietz
SVER True Blood Dark Taboo
3798
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Posted - 2014.08.08 01:39:00 -
[104] - Quote
Vapor Forseti wrote:Cody Sietz wrote:Are all the new sentinels slot layouts wrong?
I really am not looking forward to a gal sentinel with a 2/3 layout as it will kill it's rep tank ability. I feel as if the Amarr and Gal sentinel's slot layouts should be switched for obvious reasons. They were! XD
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Vapor Forseti
Nyain Chan General Tso's Alliance
884
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Posted - 2014.08.08 02:02:00 -
[105] - Quote
Cody Sietz wrote:Vapor Forseti wrote:Cody Sietz wrote:Are all the new sentinels slot layouts wrong?
I really am not looking forward to a gal sentinel with a 2/3 layout as it will kill it's rep tank ability. I feel as if the Amarr and Gal sentinel's slot layouts should be switched for obvious reasons. They were! XD Wh-wh-whhh
Source!?
Damn, I'm dense. looooool
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes."
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Aeladon Leiko
KNIGHTZ OF THE ROUND
88
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Posted - 2014.08.08 02:17:00 -
[106] - Quote
this is a game changer - i appreciate the time and work that have gone into these changes; and the apparent forethought. i would like to point out that most of us have put as much thought into our suit choices based on previously known information. now that has changed. i don't want to encourage flavor of the month but most of us would have spec'd much different if this was all offered day one. please do something to address this ccp!
i suggest a happy medium 1 free full respec deposited into the inventory of every single merc - like an augmentation type thing. then allow the purchasing of respecs via AUR for around 10 bucks. keeps ppl from constantly respecing but allows pilots who legitimately made mistakes to correct them. this has been one of the constant complaints i hear from new players due to the complexity of the game.
thanks for listening
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Jin no kami
Valor Coalition Red Whines.
76
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Posted - 2014.08.08 05:51:00 -
[107] - Quote
Don't hold your breath about ccp adding more content maps,vehicles etc you might die =ƒÆâ=ƒÆâ=ƒÿ+ |
zero shocker
TRUE TEA BAGGERS EoN.
36
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Posted - 2014.08.08 07:54:00 -
[108] - Quote
CCP Logibro wrote:Spankdamonke wrote:Shouldn't the fire interval on the Burst HMG be .010 (6000 rpm)? I believe it was .013 (4600ish rpm) before. The current listed 4,000 rpm would give much lower dps values than those in the spreadsheet from the archives...unless my math is off.
The 4000RPM figure is factoring in the burst interval. For comparison, the current Burst HMG has an effective RPM of 2500. Actual fire interval is 0.01 as you stated, with a 0.225 burst delay (down from 0.52 on the old burst HMG) NERD!!!
plz dont ban me |
Sylwester Dziewiecki
Interregnum.
341
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Posted - 2014.08.08 08:15:00 -
[109] - Quote
What about separating Ambush OMS from Ambush in filters?
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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BlackStorm SCII
United Colonial Empire Army Freek Alliance
0
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Posted - 2014.08.08 08:34:00 -
[110] - Quote
My 2nd Thoughts about Notes from Patch C are....i like the Slot Buff for Assaults to try (but i was thinking you overwork the race specific weapons Bonus) ...but with this Slot Ugrade and the light Dmg Mods Upgrade and the "nervs?" of HMG Range and Heating..(or what was the Basic Range before? Is the new Range now more or less?)..Assaults now have a rly good Chance to kill a Heavy in close Combat before the Heavy can kill em...especially when there more then one Enemy...i think Heavies was fine like they was..a Heavy should be like it was..thats the sense of a Heavy to be last line of Defense..on an open Field Map even a pro Heavy already is fish food vs Assaults with Rail or Scrambler..and why the Hell you delete one of the high Slots of Amarr Heavy? Now hes like the Gallente but without Autorep. Im also unlucky with changings for Swarmlaunchers..4 Missiles ok but ..you nerved still the dmg a little bit (1320 to 1248)?..then increase the range a bit !! Nice a Triple Lp Payout but i think a double would be enough..i was ok with the normal Payout..it should be not so easy to get the Lp..thats the reason to play more FW and try to gain higher Loyality Levels. About the Scouts changes i cant say something cause i didnt check it yet. The Warbarge new needed WpS are a bit High i think...3000 is hard enough to gain i think. Random Public Player Squads will have more Problems to get that 5000 WP then pro Player Squads (Corp Pub Stomps). What is the "Balac's" Caldari?(never read that name/version somewhere) |
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Cat Merc
Onslaught Inc RISE of LEGION
11565
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Posted - 2014.08.08 09:08:00 -
[111] - Quote
If you're going to make it impossible for swarms to take down dropships, how about reducing the small missile fire rate bonus so infantry don't instantly die?
What's the point of the small blaster anyway when the missile launcher insta kills everything already.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11565
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Posted - 2014.08.08 09:11:00 -
[112] - Quote
JRleo jr wrote: Good, proto swarms were too good at times vs dropships anyways, because of the fact that python getting thrown back far+just everything=annoying as ****.
Except that's the only thing we can do. We can't actually kill a competent pilot with swarms, you need to tag team it with 3 people and get it from behind and even then it has a chance of escaping.
Who the hell thought missiles should be slower than dropships with 1000x the mass?
Anyway, them reducing the missile count to 4 means that you also get knocked around less.
Feline overlord of all humans - CAT MERC
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RedPencil
Abandoned Privilege Top Men.
65
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Posted - 2014.08.08 09:17:00 -
[113] - Quote
CCP Logibro wrote:
All Assault Dropsuits have had their base amounts of PG/CPU updated, listed below (STD, ADV, PRO)
-Amarr: 164CPU/33PG, 246CPU/50PG, 369CPU/74PG
In Rattati table, Amarr ADV: 49PG ?
I hope the table were wrong
Beware paper cut M[;..;]M
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Chunky Munkey
5108
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Posted - 2014.08.08 10:04:00 -
[114] - Quote
Almost makes me regret quitting.
Almost.
Good work Rattatouille
Destiny won't kill Dust.
CCP already did that.
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Cenex Langly
Dude.Man.Bro
786
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Posted - 2014.08.08 11:47:00 -
[115] - Quote
Turrets will no longer automatically shoot any infantry that move near them.
That right there may make it worth just looking at the game again lol. DESTINY 9.9.2014, fyi :) haha.
Newb
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Nirwanda Vaughns
426th Infantry
660
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Posted - 2014.08.08 11:50:00 -
[116] - Quote
Cat Merc wrote:JRleo jr wrote: Good, proto swarms were too good at times vs dropships anyways, because of the fact that python getting thrown back far+just everything=annoying as ****.
Except that's the only thing we can do. We can't actually kill a competent pilot with swarms, you need to tag team it with 3 people and get it from behind and even then it has a chance of escaping. Who the hell thought missiles should be slower than dropships with 1000x the mass? Anyway, them reducing the missile count to 4 means that you also get knocked around less.
i was in several matches last night against different Python pilots in both OMS and doms and each time the Python went 20+ kills to either 0 or 1, he'd either just fired missiles at the guys swarming/forging and killed 3-4 of them outright with 2-3missiles or would just ab out of range and get repped up. Pythons really didn't need any kind of buff and swarms certainly didn't need any kind of nerf and keepign vehicles in OMS was stupidest decision ever. i just want a small corner of the universe where i'm not gonna have 2 pythons hovering over us spamming missiles down. at least months ago when it was mass driver spam the infantry was easily dealt with
Rolling with the punches
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Nirwanda Vaughns
426th Infantry
660
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Posted - 2014.08.08 11:53:00 -
[117] - Quote
Judal Wraith wrote:lee corwood wrote:Judal Wraith wrote:lee corwood wrote:Judal Wraith wrote:Ive been away for a month so I don't know but did the assault scrambler rifle need what I consider a nerf like seriously 1 clip before it overheats most ppl armor tank so why nerf a shield effective weapon especially with the number of heavies I last saw so out of the whole patch thats my only gripe also my amarr assault is finally coming back. Well the Amarr Assault gets a bonus to the Scrambler Rifle heat build up. When you got that bonus to level 5, your dps was a little over the top. I think that was the reason for the change. It does effect the lower end users without that bonus, but I feel that makes it a proper snobbery weapon of the Stiff Nosed Race. Thats still doesn't explain why out of all the guns thet chose a shield effective weapon to nerf over every other gun that burns shield and armor like the cr and rr like if I face off against a gallente heavy or assault 1 clip isn't going to do shite if there upping heat then also damage becuase I only have 1 clip to kill someone. Having all 3 of the weapons I say they all have their uses. In my opinion the RR is the most easy to use of them all with the basic RR being effective completely on its own. But I have definitely stripped shields and most armor with a ScR much more quickly than the RR. CR is a little slower on the uptake of the shields but chews through armor like crazy. But like I said, I think it has to do specifically with the DPS you can put out with the maxed skills in comparison. And it is for the Assault version only. That thing was a beast to encounter on the field. I have proficiency 5 in scrambler i one shot shields easily but what im saying with the way the game is now were armor is tanked mostly why make it harder for scr users to counter what there gun isn't meant to go through I can understand the dps problem but taking a assault weapon and having it only have 1 clip before it overheats is way to much the overheat went from 15 to 25 thats a sizeable jump I deal with armor fine because I play smartly but for others who don't have amarr assault and prof 5 is a kick in the balls becuase I run dcr on my amarr scout also so im going feel the full effect of that overheat there forcing ppl to go into the assault role becuase if I go up against a gal scout with any other rifle he has a advantage just by not having to worry about heat plus hes going to know his enemy can only use 1 clip or constantly Reload And stop Firing for assault gun which is meant for firefights it should be able to keep up with the other rifles and when i last saw they weren't overly used or broken it served its purpose
in all honesty ScR and AScR do far too much damage to armor than what they should do. i've chewed gallente heavies down just as easily as caldari with my Carthum
Rolling with the punches
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BlackStorm SCII
United Colonial Empire Army Freek Alliance
0
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Posted - 2014.08.08 12:44:00 -
[118] - Quote
I dont agree with your Meaning that SCR needed to be nerved. And first of all surely not the heating...when you want to nerv it then the dmg....cause when you nerv the heating then you miss shots what maybe decides between kill or get killed (in case of overheat you cant change to sidearm weapon, and in cooldown youre dead in close combat ). |
Nocturnal Soul
Immortal Retribution
3836
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Posted - 2014.08.08 13:43:00 -
[119] - Quote
People seem to forget the -20% against armor the Scr & Ascr have.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Somebuddy
ARMYDOGS
0
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Posted - 2014.08.08 15:31:00 -
[120] - Quote
CCP Rattati wrote:Booby Tuesdays wrote:Shinobi MumyoSakanagare ZaShigurui wrote:RECON BY FIRE wrote:You still went ahead and nerfed proto swarms AND buffed dropship HP. Seriously? **** you. Did you look at the damage output as you climb the tiers ??? It's not a nerf indeed . I'm going to love it and the Caldari Drop ships needed a shield HP change , that was long over due . A nerf of 72 DMG at PRO is still a nerf. More ammo is nice, but all good pilots just fly out of range before you can use said ammo. dmg mods got buffed
Okay, so now I have to equip damage mod(s) to keep from loosing my potential damage. Good thing the vehicle I am attacking cannot fight back or call in support... should I not worry about the Heavies jumping out of LAV's anymore???? cause I am going to have to lower what little defense I have. |
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