|
Author |
Thread Statistics | Show CCP posts - 15 post(s) |
bogeyman m
Minmatar Republic
381
|
Posted - 2014.08.31 02:13:00 -
[1] - Quote
Iron Wolf Saber wrote:Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565. Aye laddy we're be smithin the bullet head having ah wee bit of an explosive on the inside and giving the leading edge a very dense cutting edge so when it gets into the armor... Kablewwwie! Doh this chagin don't make in any ah fair against dat magical barrier because it may be goin off ah bit too early to do any real harm. 'Cause in 1565 all smithies were Scottish...
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
381
|
Posted - 2014.08.31 07:35:00 -
[2] - Quote
Cody Sietz wrote:Vrain Matari wrote:Cody Sietz wrote:Minmatar getting a ehp increase? I hope they lose some speed for that.
Also, ni mention of Gallente sentinel getting a slight repair bonus for losing it's low slot? Just a 1-2 point buff would make up for it. We spend two years in severely UP suits and now that we're approaching some kind of parity you're asking for a nerf before the buff even happens. Even with the buff the minnies will still be the squishiest of the suits. Why don't we gather some data on the proposed delta changes before we mutilate the core of their playstyle? The reality is Minmitar has been hard mode all the way through and peeps running Minmitar have had to learn the hard way how to fight/survive. TL:DR It's too soon for pre-buff pre-nerfs to Minmatar. Hehe, extremely UP suits. Then give All other suits the same speed as the Minmatar suits. Then give all other suits inherent armour repair like the Gallente.
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
381
|
Posted - 2014.08.31 15:55:00 -
[3] - Quote
CCP Rattati wrote:manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is I would rather not go into this bitter dispute, but let's make something absolutely clear. An ADS pilot, can, with afterburners literally always avoid death. A solo swarm can not destroy an ADS, much less in 5 seconds and certainly not "every time he shows his face". The good pilots all know and admit this and are running crazy KDR's, especially if two proto swarmers and one proto forger are what is necessary to down an ADS, then one must admit it is in a good place. We are however, willing to make the ADS cheaper to fly so more people can skill into and enjoy them, and make swarm turn radius less drastic so skilled pilots can do combat maneuvers around buildings and terrain to avoid them.
Thank you for staying in touch with reality Rattati. It's very much appreciated.
Regarding swarm launchers, if you make the turn radius less drastic (straighter), then we absolutely need more smarts introduced to the missiles. Since losing 2 missiles per volley (on proto), if just one missile hits a hill or building (we also use SLs against land vehicles), we lose 25% of our damage potential - before counting vehicle resistances. That's too much.
Lock range should also be increased for adv and proto to 200m and 225m, respectively. There is an least one map where I can be at the base of a tall building that an ADS is landing on top off, and I still can't get a lock... If turrets and tanks can fire more than 200m, then a 'computer guided missile' should be able to as well, no?
I think missile speed should also be considered for review. Maybe quicken adv by 5% and proto by 10%?
Lastly, I still don't understand what it takes the same time to lock on to a target that's 50m away as it does one that's 175m away. Lock times should start at 1.0 sec for 50m, adding 0.1 sec for each 25m.
*Please note that nowhere did I suggest increased damage for missiles. I think the recent damage changes have worked well and adding these suggestions will improve functionality without changing the DPS.
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
383
|
Posted - 2014.08.31 16:21:00 -
[4] - Quote
CCP Rattati wrote:Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Interesting, but I wonder if healing shields 50% of armour might be a better place to start. (Not a fan of over-correcting anything.)
Regarding Nanite Injectors: - Any news on fixing phantom revive markers? - Any word on making the existing 'request revice/help' button mandatory (to prevent unwanted revives)? - Any thoughts on increasing WP rewards for using higher tier Injectors? - Any chance of speeding up the Injector application (stabbing) animation?
Regarding Shield Repairing: - Any consideration to adding a modest shield repair function to the existing armour repair tools? (Maybe just 10% or so to start)
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
383
|
Posted - 2014.08.31 16:34:00 -
[5] - Quote
CCP Rattati wrote:Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)?
Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder.
Thoughts?
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
384
|
Posted - 2014.08.31 16:40:00 -
[6] - Quote
Speaking of delays...
Has there been any further discussion regarding (slightly) increasing the delay from cloak to first shot?
Has the been any discussion at all about hard coding a delay between shots on CRs and ScRs (so modded mice can't turn a burst rifle onto a fully automatic)?
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 08:36:00 -
[7] - Quote
bogeyman m wrote:CCP Rattati wrote:Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts? Also, any updates on getting vehicles to show up on TacNet again?
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 15:00:00 -
[8] - Quote
CCP Rattati wrote:CommanderBolt wrote:-snip-
The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill.
You use a sniper because its meant to have longer range and it is also a stealth weapon.
You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right.....
It all doesn't make sense. can you kill multiple targets in one shot with a sniper? I saw that done in a movie once... It must be true.
(The hero, obvious Minmatar, killed eleventeen bad guys with one bullet - I'm pretty sure they were all Amarrian.)
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 15:47:00 -
[9] - Quote
wripple wrote:BL4CKST4R wrote: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. What if we proposed falloff damage at a specific range for the sniper rifle? We're all tired of seeing the Thale's sniper going 30 / 0 in a match because he spent more time in his safe zone than his MCC, why reward cowardly behavior? While completely theoretical, it may be interesting to see armor plates and shield extenders increase a suit's scan profile. They are after all bulky metal plates and energy fields. This would punish brick tanking on both scouts (cough cough, 1000 hp Gk.0 scout) as well as mediums as even heavies may be able to detect a brick house assault trying to be sneaky. This would also give ewar modules more significance on the battlefield for both scouts and mediums alike, rewarding tactical builds and punishing easy hp fits. I love both theses ideas!
For sniper rifle range, you could cap max distance at 500m and have damage per bullet reduce by 1% for every 10m past 200m that it travels - e.g. a 440m hit would then do 76% damage (before skills and mods). So if a sniper wants max damage, get closer - if they want to be safer, settle for less damage. Risk v reward.
Increasing scan profile for larger armour plates, at least, just makes sense. (Turn speeds should also be slower when wearing heavier plates.)
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
390
|
Posted - 2014.09.04 14:48:00 -
[10] - Quote
Snake Sellors wrote:Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote: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. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model. Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%. the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains. 2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere. 3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw. and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits. and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game.
Duct tape 2.0 ... Have WD-40; will travel.
|
|
bogeyman m
Minmatar Republic
393
|
Posted - 2014.09.06 14:44:00 -
[11] - Quote
Breakin Stuff wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city 200m is too short for a sniper rifle. WAAAAAY too short. Agreed. But 500m+ is WAAAAAY too far also.
I still like the idea of buffing sniper damage slightly, but also introducing an inherent range modifier that reduces damage per bullet by 1% for each 10m past 200m (i.e. at 300m damage would be 90%, etc) this gives snipers a buff and encourages the to get closer to the action to benefit from that buff. Risk vs reward = players choice.
Duct tape 2.0 ... Have WD-40; will travel.
|
bogeyman m
Minmatar Republic
407
|
Posted - 2014.09.10 04:24:00 -
[12] - Quote
Breakin Stuff wrote:Incorrect. When I run squads logis hack, repair, resupply and drop links. Fatties (me) do not hack anything unless everyone is dead. He is attached to the logi like a parasitic twin playing bodyguard.
Assaults are responsible for battle revives while the logi focuses on repairs, resupply, hacking and providing a pair of backup eyes.
Its not a WP derping thing. Its like every infantryman in the military is trained with just enough first aid to keep someone alive through nonlethal injury long enough for a medic to arrive once the battle lulls a bit.
Asaukts fight, when enemy falls, assaults revive comrades (often the logi) and the logi gets to topping everyone off. Assaults and heavy provide overwatch. One assault often carries a rep tool to repair the logi. *slow clap
Duct tape 2.0 ... Have WD-40; will travel.
|
|
|
|