|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Arkena Wyrnspire
Fatal Absolution
16809
|
Posted - 2014.08.12 22:55:00 -
[1] - Quote
In Hotfix Charlie the problems with the base assault suits are being addressed quite thoroughly. However, a major part of the assault role is the bonus provided by the suit. Historically, the Amarr assault has remained useful despite the subpar suit because of its useful bonus. The Minmatar also received an equally solid bonus in 1.8.
The Caldari and Gallente assaults are a different story, I feel.
I feel that the recoil and dispersion bonuses are negligible on the Galassault, and the reload bonus is minor at best on the Calassault.
Both the Amarr and Minmatar assaults have unique bonuses which provide a solid incentive to spec those suits and a significant power boost for the relevant weapon. Neither the Caldari nor the Gallente get bonuses quite on par with those. Neither bonus is unique (both can be provided through speccing through the skill tree for that weapon) and both of them have comparatively little effect.
Recoil in the plasma class is nonexistent unless you look at the TAR, in which case the reduction is almost unnoticeable. Hipfire reduction is likewise difficult to notice and not particularly useful as most plasma weapons either have strong hipfire or it unerring accuracy (plasma cannon).
Look at it this way:
Assault rifles - Do not benefit with the exception of the TAR, which receives a minor benefit Shotguns - Do not benefit. Despite the reticule, shots are centred anyway. Plasma cannon - Zero effect.
The Caldari bonus is likewise pretty useless. It's basically a sub-par version of the commando bonus on the class that needs to reload the least (longest firing times per clip).
There are a few possible bonuses I would suggest.
For the Caldari, one bonus might be charge time reduction. This would certainly be unique and potentially useful - but it'd have to be quite a strong effect (perhaps even 50-75%) to really be worth using. Unfortunately that might have the side-effect of the suit massively buffing the charge sniper rifle, so I'd suggest the bonus not effect that.
Much like the Amarr/Minmatar bonuses, this provides a strong compensation for the race's main weakness. The Amarr assault provides a reduction to overheat, the main weakness of the laser weaponry. The Minmatar assault provides an increase in clip size, the main weakness of projectile weaponry.
Under this model, the Caldari assault would provide a reduction in charge time, the main weakness of rail weaponry.
The Gallente assault bonus is a little more difficult. Other than a flat damage bonus or something marginal, there's not really anything that would affect all three plasma weapons, mostly because the plasma cannon is so different in function. I think it's easier to consider bonuses for it if the plasma cannon is ignored.
I have two suggestions for the Galassault bonus.
Suggestion 1: A RoF increase. A popular idea on the forums is a 2% per level increase in RoF. This translates to a decent increase in DPS, which would augment the function of the AR, it being a CQC rifle designed to do a large amount of damage at short range.
The benefits are most obvious for the assault rifle (perhaps excluding the TAR) but the shotgun also benefits. The shotgun proficiency skill was previously (unusually) a rate of fire bonus. Shotgun users felt this was a useful proficiency.
Suggestion 2: A range increase. This sounds a little more unorthodox. Let me explain where I'm coming from. The reasoning behind this is for it to be much the same as the other bonuses.
The Amarr weakness is overheat. The Minmatar weakness is a short clip. The Caldari weakness is charge time.
All of these would be compensated for by the assault bonuses, if this change were to go through.
The Gallente weakness is range. Hence, a range bonus on the assault would offset that. Do note that the bonused AR wouldn't disrupt the normal range distribution much even if the bonus was 25%. With a ~40m optimal, a 25% bonus would still not allow it to exceed the ~55m optimal of the combat rifle, but it would be a useful aid.
The shotgun is never going to outrange anything, but would benefit, especially the breach shotgun. The breach is a variant which has really fallen by the wayside lately, but having it be useful at perhaps even a 9m range would give it a little life support.
Suggestion 2 is probably likely to prove unpopular, but failing that I would like to see suggestion 1.
The Calassault bonus is really just terrible, unfortunately, and something really ought to be done about it.
Thoughts? Other suggestions?
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16815
|
Posted - 2014.08.12 23:17:00 -
[2] - Quote
Malleus Malificorum wrote:I think the current Gal assault bonus is wonderful, if the suit itself wasn't so bad for so long people wouldn't be trying to 'fix it' (by making it overpowered) and that all assault bonuses should stay as bonuses that aren't just flat dps increases. I'm all about *performance* related weapon bonuses on assault, mag size, heat reduction, accuracy improvements, kick reductions, reload speeds etc, these are all things that make your guns better without simply going "Nah dude, I get to kill you because my dps is 33% higher than yours and there's nothing you can do about it aside from skill into the same suit I'm in".
I think a lot of people are pre-emptively trying to 'fix' something that isn't actually broken. The bonus is and always has been good on the gal assault, but the suit the bonus was placed on was terrible (like all assaults for a while in comparison to the huge passive suit benefits that scouts had), it's like "what's the point in having +9001% rifle damage on a suit that only has 1hp, moves at 1m a second and has the hitbox of a heavy". If you address the suit itself being bad, the bonus starts to stand on its own.
If we get to a point where all other things being roughly equal, I want people to look at the assault and go "This is the suit I want, because it makes my weapon function *better*" without just looking at damage, that has more or less always been the case for the amarr assault - where the SCR/Laser can be used on other suits but if you want to be the murderking you really want the assault.
My proposal is add kick reduction to the cal assault. That's really all that needs to be done, anything else should either be addressed on the suit stats, or on the weapons.
The Gallente bonus isn't good though, especially in comparison to the Amarr and Minmatar bonuses. It doesn't even approach the strength that those bonuses have. The Amarr and Min bonuses have hugely powerful and unique effects on their racial rifle. The recoil reduction is negligible, especially as recoil on most ARs is practically nonexistent. The hipfire reduction is minor, enough so that you can barely see the difference switching between a Galassault and a non-Galassault at a supply depot while you're looking for the crosshair change.
Unlike the Amarr and Minmatar suits, the bonus is not something that would make you gravitate specifically towards that suit, nor is it as unique, as the effect is provided by training the operations skills. If you want a suit specifically to make the AR function better, you go Galmando. The damage and reload bonuses it gets are much more significant than the Galassault bonuses.
The other assaults give a real reason to want to specialise in them to augment the relevant weapon. The Gallente assault doesn't.
The suggestion of a recoil reduction for the Calassault might be decent, though. Rail weaponry tends to have high recoil, so it might be useful to see a reduction in that recoil.
I don't think it'd have quite the same power as the Amarr/Minmatar bonuses, though.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16822
|
Posted - 2014.08.12 23:51:00 -
[3] - Quote
Malleus Malificorum wrote:
This makes plasma weapons absolutely *insanely* accurate when hipfired. Your proposed bonus of increased range isn't nearly as good as the dispersion / kick reduction when it comes to long range as without the reduction of dispersion even though you may have longer range less of your shots will land on target.
I think your conjecture as to how the accuracy works isn't correct - Although you can't see -much- of a change when you swap at the supply depot, there -is- a change. I'll take a few pictures with a capture card when I get on tomorrow and show you a superposition. I also don't think the accuracy values work that way either - While a standard assault rifle has an accuracy rating of 55.51 and a breach assault rifle has an accuracy rating of 56.92, the difference in spread is immediately apparent. That makes me believe that the scale isn't linear. I can bring more evidence on that front if you wish. If the accuracy rating was boosted 5% by a dispersion bonus then immediately on training sharpshooter the weapon becomes so insanely accurate at hipfire that you couldn't possibly need more hipfire accuracy. Obviously, that isn't the case.
So putting the theories about how accuracy works aside for a moment, let's look at this quoted part of your post.
Dispersion and kick is utterly meaningless at range. Why? Because you ADS. There is practically zero dispersion in ADS. Recoil is also irrelevant - unless you fire an entire clip at once, it has very little effect. Unless you're hipfiring at long range, then, it doesn't benefit you.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16822
|
Posted - 2014.08.12 23:53:00 -
[4] - Quote
ZDub 303 wrote:As I commented in the other thread, as an avid user of the rail rifle I don't believe the charge time is long enough for it to really be a true weakness.
However, kick is a problem with it. The charge time makes you unable to feather the trigger like other weapons making kick during ADS at range a real factor. For this reason, I don't think a charge time reduction would help caldari unless it was 20% per level which would make the RR overpowered. Instead a kick reduction would be a more appropriate bonus, at least imo.
Yeah, I think kick is increasingly becoming a very good suggestion. It's a real problem with a lot of rail weaponry. What strength do you think it should be at, though? I don't think 5% is as good as the Amarr and Minmatar bonuses.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16830
|
Posted - 2014.08.13 00:11:00 -
[5] - Quote
ZDub 303 wrote: I think you start at 5% and if it turns out its not enough you bump it up from there. Always better to start off underpowered than to create OP FOTM fits right?
True enough. Although I have difficulty seeing things become FotM because of a lack of recoil, especially as we already have plenty of weapons that already do greater levels of damage than most rail weaponry without the recoil, although at a lower range.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16830
|
Posted - 2014.08.13 00:24:00 -
[6] - Quote
ZDub 303 wrote: Maybe, but the rail rifle is quite powerful in the right hands. I could easily see a recoil reduction bonus making them too powerful. The SB-39 version is nasty at range ... and 25% is fairly noticeable (from what I remember of the AR Operation bonus in Chromosome). I might not be enough though, we could also explore differing numbers for light and sidearm weapons too. Something along the lines of 5-7% for light and 6-9% for sidearms perhaps?
Starting to get a little convoluted there. I suggested a 7.5%, cumulative 37.5% bonus (as the middle ground between 5 and 10%). I don't think separate light/sidearm rail weapons categories is a necessary complexity, and I'm not sure if it's actually possible given the weapon tagging system and what can be done in a hotfix.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16831
|
Posted - 2014.08.13 00:38:00 -
[7] - Quote
ZDub 303 wrote: I could see 7% working possibly. I would still suggest starting at 5% and if its not enough bump it to 7% in the next hotfix. I would stay away from decimals myself... only cause I don't trust the UI to handle it properly...
Back to Gal for a sec... I worry about an optimal range bonus on the Gallente assault too. I think it will create the perception that the weapon is only good if its on a Gal Assault suit... which, I believe, is a level of balancing that would hurt the 'create your own fit' style of play this game tries so hard to preserve. Going from 40m to 53m (rounded) optimal is pretty substantial. A buff to effective range gives a similar effect without making it feel like the weapon is unviable otherwise. You still get increased damage at range.
Actually... maybe say a balance between our two suggestions would be best. 3% to Optimal and Effective Range per level perhaps?
That would put it at...
Optimal: 46m Effective: 81m (rounded)
I like the sound of that a lot myself.
I think you're overestimating the strength of these things.
Firstly, on the 'perception that a weapon is only good if it's on x assault suit' - This may already exist. The Amarr assault bonus has long remained the go-to suit for serious SCR users and the sheer strength of the bonus is almost unrivalled as bonuses go. I don't think either the recoil or the range bonuses would create that perception around rail or plasma weaponry. The Minmatar bonus to the CR is also very significant - 85 round ACR clips are hugely useful, but they haven't quite become 'use this if you want to use a CR'.
There are already quite strong bonuses for specific weapons in existence. There's a 10% damage bonus (a pretty solid one, as they go) on the commando in addition to a fairly solid reload bonus. The commandos, despite all the advantages they have to specific light weapons, haven't become ubiquitous with them.
As for the bonuses being too strong: Cutting the bonus down to a 15% range bonus equates to a 6m range increase. Is that seriously worth it? Compared to the strength of the Amarr/Minmatar bonuses, that's trivial.
A cumulative 10% difference between a 25% and a 35% bonus in recoil is going to be unnoticeable by a human user. You won't notice the difference in use. It's already iffy noticing the recoil reduction on the TAR when used with a current Galassault, which has a 25% reduction in recoil. So I think the difference between 5 and 7% per level is really just semantics.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16941
|
Posted - 2014.08.14 20:53:00 -
[8] - Quote
I wonder if this is possible for Delta or for some discussion by a dev?
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16943
|
Posted - 2014.08.14 22:37:00 -
[9] - Quote
Killer's Coys wrote:Range ? AR is a CQC weapon Not a big range weapon...
Rof ? So more DPS ? Ok, but I want alsoo a DPS increasing for my RR.
My question, if you can answer me correctly, I'll just have to agree with this bonus : Why could AR have a bigger DPS while the other weapons don't ? EDIT: Because the AR has been buffed, and don't need to get more and more buff (passive) to be a good weapon.
The AR should have a greater DPS than the RR because it has a much shorter range than the other rifles. Other weapons have similar DPS levels while having a much, much greater range.
I'm not really sure where you're coming from here. The Gal and Calassaults have useless bonuses. I'm proposing ones which are actually useful. It's not a discussion of ARs vs RRs.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Arkena Wyrnspire
Fatal Absolution
16943
|
Posted - 2014.08.14 23:03:00 -
[10] - Quote
Killer's Coys wrote: Imagine, an AR with MORE DPS than the Balac ? HAHAHAHA seriously... Galassault with Duvolle > others with Balac ? No... I think I've found the good example to show more RoF would unbalance the game...
With a 2% RoF bonus per level, a bonused Galassault with a Duvolle would not outDPS any other suit using a Balac's. Although I'm a little curious - why should that be such a problem? There are already several incidences of damage bonuses in the game as well as other bonuses which greatly enhance damage application. The Amarr assault bonus in particular is so fantastically powerful for its weapons and it has a colossal effect on how they play. In most semi-auto operation with the SCR, you can forget about the overheat almost entirely because of the bonus.
There are so many useful bonuses that enhance killing power that I don't see how there's a problem with one that's actually comparatively mediocre.
Quote:
You have ideas, that's great, you want to improve the game, thank you for that, but more RoF isn't the good think for balance. That's not for anything this bonus idea has been deleted for 1.8
MY proposal for Gallente assault : + 5% reload time and +5% reduction kick per level => Stability, you loose your "bad hipfire", and you can reload fast.
There's no real kick to plasma weapons, though. The AR doesn't kick, the breach AR doesn't kick, the burst doesn't, the TAR does slightly but judging by the already existing recoil reduction bonus there's not much of a difference, and shotgun recoil is completely irrelevant.
Reload time is a poor bonus. Few people actually like it on the Calassault already, and this would be to a class of weapons with already fairly long firing times per clip and rapid reloads. It wouldn't be an effective bonus. It might have some minor effects, but it gets completely outclassed by the other assault bonuses.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
|
Arkena Wyrnspire
Fatal Absolution
16946
|
Posted - 2014.08.14 23:30:00 -
[11] - Quote
Killer's Coys wrote:Arkena Wyrnspire wrote: With a 2% RoF bonus per level, a bonused Galassault with a Duvolle would not outDPS any other suit using a Balac's. Although I'm a little curious - why should that be such a problem?
You don't see the problem ? A Gallente would have a BETTER BALAC with ISK, hoooooooooooooooooooooooooooooooooooooooo ! I'm sorry, I would like have it on my Gallente assault, woaw, but NOT BALANCED Seriously, it would buff too much the AR, really... The difference between better clip size (minma) or charge time (calda) and Gallente (RoF) would be too big. No, I don't see the problem. It equates to roughly a 10% DPS buff with the tradeoff that you run out of ammo quicker. There are already bonuses which have that much of an effect, for every weapon. It's just like a built in damage mod.
Calling it a 'better Balac with ISK' is sensationalist and exaggerated. An AR bonused in such a way would still have lower RoF than the Balac, still have a lower damage per bullet than the Balac, still have a lower clip size than the Balac, and have a significantly lower DPS. It's worse than the Balac.
And you're missing the point entirely. There are loads of bonuses out there that do things like this. There are already 10% damage bonuses which would have very similar effects to this one. And they're fine. Why wouldn't this one be?
Quote: The problem : the AR is enought good at the moment (I wanna say : good hipfire, good kick, good clip size). So it's difficult to find a good bonus. But this one isn't the good one. With the RoF bonus, you could have the same DPS as the Commando. So, GalCommando would become usless. Less speed, stamina, regen, less mods and so less damager. Hummm...
The Commando is not useless. The entire point of the commando is so you can carry 2 light weapons on the same suit. It's not to be a better assault, it's to carry two light weapons. It doesn't matter at all if it's outperformed by the Galassault in some other areas because it has a role that no assault can possibly do.
Quote:Arkena Wyrnspire wrote: There are already several incidences of damage bonuses in the game as well as other bonuses which greatly enhance damage application. The Amarr assault bonus in particular is so fantastically powerful for its weapons and it has a colossal effect on how they play. In most semi-auto operation with the SCR, you can forget about the overheat almost entirely because of the bonus.
As I've said previously : The Amarr-scrambler bonus is too good, because the scrambler is too good at the begining. Okay, and what if the scrambler were nerfed? It would still be a powerful bonus whether or not the scrambler was a good weapon. The Minmatar bonus is also very powerful. The only shortcoming of the CR is its short clip size and that's immediately overcome by that bonus. It's a great advantage.
The Calassault and Galassault should have their bonuses brought up to that level, rather than nerf the quite unique effects that you have on the Amarr/Min assaults.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
16970
|
Posted - 2014.08.15 10:57:00 -
[12] - Quote
Malleus Malificorum wrote:If you make the gallente assault bonus something like RoF or even optimal range, it makes it so that the only 'viable' option for using the weapon becomes the assault - which should *never* be the case, those are things that should be addressed on the gun themselves.
Should we remove the commando bonuses? All of them increase DPS. Does that mean they're the only viable option for using that weapon?
No, it doesn't. There is no problem with the equivalent of 10% more damage.
Quote: Assault bonuses should always be about *performance*, and while you can argue for days about min + amarr assault bonuses neither of them actually alter the DPS of a weapon all they do is allow you to shoot for longer.
And yet they remain massively strong performance enhancers. If you're so dead set against DPS because somehow on the Galassault, unlike all other damage bonuses, it would make it 'the only viable option', optimal range doesn't increase DPS. It increases performance.
Quote: If you were to add a kick reduction to the caldari, you still have a weapon with the same DPS, but improved performance. If you keep the current bonuses on the gallente, you have a weapon with the same dps, but improved performance.
Except the current bonuses on the Gallente are so pathetic that it doesn't enhance performance. When has kick ever been a serious concern with the AR or shotgun? The hipfire difference is unnoticeable.
Meanwhile, the Amarr and Minmatar bonuses are immediately noticeable as incredibly strong 'performance enhancers'.
Quote: If the AR itself needs to be tweaked to bring it slightly more in line with other guns that's just fine, If SCR/RR/CR's need to be nerfed, that is also fine, but let's not shoehorn any one suit into outright being the best with them for any reason other than 'performance' or 'handling'.
There are so many suits with strong bonuses to weapons that I genuinely can't understand how you can possibly think a 10% DPS increase would make it 'the only viable option' because it's blatantly not. The Amarr commando has a 10% damage bonus. Does that mean it's the only suit you see laser weaponry used on? No, it doesn't.
Why would this one specific instance of a bonus break everything?
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
16972
|
Posted - 2014.08.15 12:14:00 -
[13] - Quote
Killer's Coys wrote: Because of the other race. The idea increasing RoF for Assaults is a good idea, but for all assault. That's not balance add mor RoF for Gallente and not for others...
Perhaps we should remove the Minmatar bonus then. Adding more clip size for them, but not others?
The entire point of a bonus is to add something over other options...
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
16976
|
Posted - 2014.08.15 13:20:00 -
[14] - Quote
Killer's Coys wrote: But RoF to AR = if you want to play with the AR, it's obligatory to have the Gallente assault
See, this is where we disagree.
How does this make it 'obligatory' to use the Galassault?
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
16977
|
Posted - 2014.08.15 13:41:00 -
[15] - Quote
Killer's Coys wrote: CR vs CR+minma bonus => nobody is sure to win Scrb vs Scrb+amarr bonus => nobody is sure to win RR vs RR+calda bonus => nobody is sure to win BUT AR vs AR+Gallente bonus (RoF) => the Gallente assault is sure to win
That's why I don't want this.
It's not sure to win, though...? There are already several examples of 10% damage bonuses in the game and damage mods, but they don't make the player 'sure to win'.
All of those bonuses give you an advantage. The Amarr one allows you to shoot much more freely without worrying about overheat and use a charge shot volley that's extended enough to kill more targets. The Minmatar one allows you to shoot more freely and because the CR's only weakness is a short clip, it often lets you get kills you otherwise wouldn't get with it.
The Calassault bonus is in the same boat as the Galassault one - it's pretty much worthless.
10% damage bonuses already exist - but they don't make the suits they're on instantly win.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
17001
|
Posted - 2014.08.15 18:19:00 -
[16] - Quote
Killer's Coys wrote:Jack 3enimble wrote:NextDark Knight wrote:Caldari Assault bonus is fine.. Only thing needed is more ammo capacity. I find myself having to go find more ammo at least half the game. I could nerf my fit to do a better nano hive cause I can only fit a compact hive. Which if I use a grenade I used all my ammo refill. Nerf your fit a bit to accept adv hives. It's what I did and works fine. The Cal need a bonus like the Amarr and Min that affects overall weapon performance. Kick reduction would be the best imho Yes, I agree, but a charge time reduction would be fine too. That's difficult to choose :p But I personaly prefer the kick reduction But, I've thought, if Caldassault get a kick reduction to Rail weapon, It would be fine more range for the AR so With it, all weapon (with each good racial suit) could be fine for short and long range. Thought ?
I would honestly prefer to see the range bonus, but I had thought the RoF bonus a popular idea so I included that. Before this thread was created I hadn't seen much talk about range bonuses, but I'd seen a fair few posts about a RoF bonus.
I feel that a range bonus is in line with the other bonuses because it compensates for the main weakness of the weapon - just like the Amarr bonus compensates for overheat and the Minmatar bonus compensates for short clips. The Caldari bonus also kind of compensates for the slow reload of rail weaponry but it's just a lackluster bonus. Recoil probably suits the Caldari better because their weaponry actually does suffer from recoil.
So essentially:
Amarr bonus - compensates for overheat, the weakness of laser weaponry Minmatar bonus - compensates for short clips, the weakness of projectile weaponry Gallente bonus (if changed to range) - compensates for short range, the weakness of plasma weaponry Caldari bonus (if changed to recoil) - compensates for high recoil, the weakness of rail weaponry.
Sound reasonable?
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
17010
|
Posted - 2014.08.15 20:36:00 -
[17] - Quote
I think he was referring to the recoil bonus. 5% is fine for the range, IMO.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
17068
|
Posted - 2014.08.16 21:15:00 -
[18] - Quote
Jack 3enimble wrote:Still no reaction from a DEV or CPM. I'll keep bumping this till it happens. It's rediculous, Features and Ideas is here for a reason. I don't think a thread like this should be ignored.
I believe the devs go through a quiet period after each patch.
Still, I'm no stranger to having my threads ignored and there's nothing we can do about it.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
17130
|
Posted - 2014.08.18 14:16:00 -
[19] - Quote
Sly Marb0 wrote:True Adamance wrote:Bradric Banewolf wrote:CCP hates gallente?! HTFU they gave you tanks, DS, LAV, sockets, all of your racial content for the most part and you are still bitching. This game practically is EVE: Gallente-Caldari War Simulator You are looking at a dude with 3 racial weapons, no vehicles, no sockets, and no faith left that any of this will ever be implemented. What is Legion?
Nonexistent?
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
Arkena Wyrnspire
Fatal Absolution
17251
|
Posted - 2014.08.20 10:54:00 -
[20] - Quote
I've talked with Zatara as well, yeah.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
|
Arkena Wyrnspire
Fatal Absolution
17303
|
Posted - 2014.08.21 15:21:00 -
[21] - Quote
Bump.
You have long since made your choice. What you make now is a mistake.
'Lucent Echelon' - Gallente FW channel
|
|
|
|