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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
BL4CKST4R
La Muerte Eterna Dark Taboo
2968
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Posted - 2014.08.31 16:04:00 -
[1] - Quote
Quote:HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Can this be added to dropsuits (when changing directions)
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
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Posted - 2014.09.01 11:32:00 -
[2] - Quote
One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2983
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Posted - 2014.09.02 11:07:00 -
[3] - Quote
Are you able to provide modules % damage reductions?
If so wouldn't it slightly solve the dual tank problem by giving some modules % damage reductions for example give shield extenders 1% damage reduction to shields and armor plates 1% damage reduction to armor?
Nah, this wouldn't work people would still probably dual tank to get crazy resistance.
But what about adding resistance plating?
http://wiki.dust514.info/index.php?title=Resistance_Plates
http://www.eve-wiki.net/index.php?title=Shield_Resistance_Amplifier
http://www.eve-wiki.net/index.php?title=Energized_Plating
https://forums.dust514.com/default.aspx?g=posts&m=2337997
What about giving small damage reductions to dropsuits similar to heavies. For example giving all Caldari dropsuits a 1% damage reduction to shield damage per level and all Gallente dropsuits a 1% damage reduction to armor damage per level. For minmatar it would be 0.5% to armor and shields, and amarr 1% to armor. The more armor/shields you use the more efficient the bonus becomes, by sacrificing your main tank type to buff your dual tank you sacrifice the efficacy of this bonus.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2995
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Posted - 2014.09.03 20:07:00 -
[4] - Quote
S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge.
Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP.
supercalifragilisticexpialidocious
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