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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Appia Vibbia
Molon Labe. General Tso's Alliance
3749
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Posted - 2014.09.02 08:03:00 -
[451] - Quote
[redacted]
Personal Theme Song
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CCP Rattati
C C P C C P Alliance
6456
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Posted - 2014.09.02 08:56:00 -
[452] - Quote
Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing?
CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"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
6457
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Posted - 2014.09.02 09:04:00 -
[453] - Quote
On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
194
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Posted - 2014.09.02 09:23:00 -
[454] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
So... -15/+15? Sounds good to me. |
Leanna Boghin
Paradox Pride
424
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Posted - 2014.09.02 09:25:00 -
[455] - Quote
CCP Rattati wrote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter. Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Im gonna guess here and say that you did not actually do any testing on domination otherwise you would know that what you just stated was a complete and utter lie. You are mainly doing this to appease the Whiners. The problem has NEVER been sniper rifles but the map design themselves. And the only way your buff/nerf will not completely obliterate the sniper rifle into uselessness is if you return the old Reticle.
I snipe in the redline because i know it pisses you off
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
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Posted - 2014.09.02 09:30:00 -
[456] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
Oh look. Something we agree on 100%.
Apparently the apocalypse is closer than I thought.
But on an actual serious note this is pretty much the long and short of it. There is no downside to projectiles and -5/+5 will continue the status quo with no change.
I like running shields occasionally and would like to see a higher level of viability. In order for armor to be properly balanced with shields there's got to be a hard counter. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
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Posted - 2014.09.02 09:31:00 -
[457] - Quote
Leanna Boghin wrote:CCP Rattati wrote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter. Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Im gonna guess here and say that you did not actually do any testing on domination otherwise you would know that what you just stated was a complete and utter lie. You are mainly doing this to appease the Whiners. The problem has NEVER been sniper rifles but the map design themselves. And the only way your buff/nerf will not completely obliterate the sniper rifle into uselessness is if you return the old Reticle. They are. I think only the.tac will keep the new one. |
Leanna Boghin
Paradox Pride
424
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Posted - 2014.09.02 09:45:00 -
[458] - Quote
While i understand what you are saying. That blob effect you mention is next to nil these days. I see more and more every day people soloing because there really is no reason to work together as a team. And the whole idea of this game was supposed to be team work. Instead it has turned into an all you can eat buffet. And apparently the NPs have decided that a simple run and gun without team work will suffice. Making the matches completely one sides. So anything CCP does to improve the teamwork capabilities of this game is a welcome sight in my eyes. Plus i dont ever see logis anymore so this might get people to want to logi a bit more. I know if they put this change in Delta i might give logistic a go again but only if they give a respec so i can actually do logistics without having to wait a year to spec into adv.
I snipe in the redline because i know it pisses you off
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
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Posted - 2014.09.02 09:58:00 -
[459] - Quote
Leanna Boghin wrote: While i understand what you are saying. That blob effect you mention is next to nil these days. I see more and more every day people soloing because there really is no reason to work together as a team. And the whole idea of this game was supposed to be team work. Instead it has turned into an all you can eat buffet. And apparently the NPs have decided that a simple run and gun without team work will suffice. Making the matches completely one sides. So anything CCP does to improve the teamwork capabilities of this game is a welcome sight in my eyes. Plus i dont ever see logis anymore so this might get people to want to logi a bit more. I know if they put this change in Delta i might give logistic a go again but only if they give a respec so i can actually do logistics without having to wait a year to spec into adv. Since there is little difference in reward between winning and losing there is no impetus to run squads.
When you are #2 on the battle ranking, win or lose you get roughly 200-210k. Why form corps and squad up if you get paid the same? Plus if you LOL around in militia or freefits and screw off for 50 WP and achieve nothing you are still going to get 70k per match.
So there is no reward impetus for teamwork to win in the gamemodes, hence the proliferation of solo the wonder dork.
The only exception is FW right now because the payouts are getting better but they still arent there. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
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Posted - 2014.09.02 10:01:00 -
[460] - Quote
Also along the teamwork vein as soon as a team starts losing they do a hard switch to cheapfits and the winning team swaps to their best fits to farm kills.
There is little reason to swap to good fits to force a 180 in the tide of battle as you're going to be losing more ISK than you gain.
I honestly wish there was an escalation mechanic to where the battle begins STD only and as your team begins losing badly you get "escalation authorization" unlocking ADV then proto suits. Once the battle begins to even out the other team gets their escalation authorization to match.
That would fix the protostomping quick, fast and in a hurry.
FW should start at ADV escalation level and advance to officer.
PC should be unrestricted. |
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Many Must Die
Nos Nothi
7
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Posted - 2014.09.02 10:29:00 -
[461] - Quote
Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping"
Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods.
Keeriam
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BL4CKST4R
La Muerte Eterna Dark Taboo
2983
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Posted - 2014.09.02 11:07:00 -
[462] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2477
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Posted - 2014.09.02 11:59:00 -
[463] - Quote
Damage reduction + sentinel = horror. |
Foundation Seldon
Molon Labe. General Tso's Alliance
721
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Posted - 2014.09.02 12:33:00 -
[464] - Quote
Snipers -
I understand that something needs to be done with Snipers to get them out of the redline and participating in the heat of battle but I don't think current sniper mechanics really facilitate the "offensive" or "active" sniper role that we see in other games. What I'm referring to is the forced cursor sway when entering scoped mode and then the added sway while moving in any direction while scoped. If you're going to reduce the range to make Snipers push forward with the flow of battle then just make sure that the Sniper rifle is a weapon that is designed for the more active role you want them to be in.
Small Blasters -
I took the time to more frequently use these things since my last bout of feedback in the previous thread. The radius buff is going to be a seriously welcome change that will do a lot to add to their viability from the air, there's no doubt about that.
The bigger issue I'm facing beyond that is definitely one with ammo reserves and clip size though. Consider the percentage of the clip required to down a single target with the Small Blaster and compare this figure to the HMG, Small Rail, and Small Missile and I think the largest secondary problem with the turret becomes clear. Both its clip size and its total ammo reserves in this respect are a bit on the low side considering the amount of effort one has to put in to killing a single person. The thing runs out of ammo EXTREMELY quickly. if you're not willing to budge on the clip size issue (because again, hit and run mentality may not necessarily facilitate the idea of downing 3+ people in a single run) then at least consider doing something about the total ammo the thing has available. The Incubus especially due to its RoF bonus will burn through its reserves hilariously quickly
Small Rails-
I'll only echo what I said before hand. Changing the Rate of Fire is something that directly influences the Incubus' ability to take down other vehicles with it. Please take care to track the effects of this change. Though honestly with how easy it is for an Incubus in its current state to take out other Dropships it may be something that needed to happen to make sure the Python could compete in a dogfight setting, right now its no contest as the Incubus is both significantly beefier and can tear through the Python's shields quickly enough that they can leave it a fire-y wreck in a single pass.
STD Dropships Looking forward to seeing more details on this as they've been ignored for far too long.
Return of Logi LAVs *waits patiently*
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Symbioticforks
Pure Evil.
771
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Posted - 2014.09.02 13:14:00 -
[465] - Quote
@ CCP Rattati - Symbiotic's Spreadsheet
Check this out when you get time!
Sniping Dust 514 (video series)
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
195
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Posted - 2014.09.02 13:48:00 -
[466] - Quote
I wouldn't expect something like that. Expect something like: 250-300m Range 15-20% damage increase Larger headshot multiplier (375%???) |
Haerr
Legio DXIV
1316
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Posted - 2014.09.02 13:55:00 -
[467] - Quote
We need Assault, Burst and Tactical Shotgun variants. :-)
This SCOTTY has Super Cow Powers.
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
188
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Posted - 2014.09.02 14:08:00 -
[468] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
+1 I agree
The Blazing Intellect Machine
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2478
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Posted - 2014.09.02 14:19:00 -
[469] - Quote
Fizzer XCIV wrote:I wouldn't expect something like that. Expect something like: 250-300m Range 15-20% damage increase Larger headshot multiplier (375%???) Suddenly, you have a weapon capable of truly good DPS(600ish, with headshots) at ranges of 250-300. And all the same, it severely limits recliners. Win win.
Oneshotting fatsuits with that multiplier. I think that being such a slow tub should be compensated by taking two shots. Three for total brick.
250m is too short. That would make forges a better choice for ranging shots. IMHO sniper rifles should be the kings of sniping. But snipers need to be within draw distance which caps out right around 320m. So the utterly invisible sniper needs to not be a thing. 15-20% base damage sounds good to me with a 215% headshot modifier.
Snipers should not be oneshotting people who choose to run 1200 HP suits. Otherwise what is the point of bothering to fit a tank? |
Fox Gaden
Immortal Guides
4122
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Posted - 2014.09.02 15:37:00 -
[470] - Quote
CCP Rattati wrote:Add ... Miltia HMG to Market Give the Militia HMG the damage of the Standard HMG and the drawbacks of the Burst HMG, and you will have an HMG that will give new players an idea what the HMG is all about, but one no one would pick over the Standard version.
- Damage: Same as Standard
- Heat Buildup: Increase so that it overheats as quickly as the Burst HMG.
- Clip Size: Reduce so that the clip empties as fast as the Burst HMG.
- Ammo Capacity: Reduce so that you run out of ammo as fast as the Burst HMG.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
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Posted - 2014.09.02 16:14:00 -
[471] - Quote
Fox Gaden wrote:CCP Rattati wrote:Add ... Miltia HMG to Market Give the Militia HMG the damage of the Standard HMG and the drawbacks of the Burst HMG, and you will have an HMG that will give new players an idea what the HMG is all about, but one no one would pick over the Standard version.
- Damage: Same as Standard
- Heat Buildup: Increase so that it overheats as quickly as the Burst HMG.
- Clip Size: Reduce so that the clip empties as fast as the Burst HMG.
- Ammo Capacity: Reduce so that you run out of ammo as fast as the Burst HMG.
That makes the HMG utterly worthless and gives new players the idea that the HMG isn't worth skilling into
Damage: 18.0 Same as STD HMG Rate of Fire: Same as STD HMG Heat Build-up +1/sec over standard Ammo Drum Size: 350 Ammo Capacity: Same as all other HMG variants.
That gives a weapon of lesser utility (as all militia weapons should be) without neutering it. |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
864
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Posted - 2014.09.02 16:29:00 -
[472] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
SO basically useless projectile resistances since projectiles getting a armor buff. This means that the resistances will cancel out the armor bonus and then the proficiency does 15%+ extra damage to armor so armor still taking more damage. Shield sentinels will have 15% resistance to Projectiles, also proficiency doesn't work on them. Basically Armor tanking in delta < Shield. The reason to Armor tank is to have more HP but at the cost of Speed but in Delta, Shield sentinels while have speed Similar if not more HP than Armor heavies (due to resistances and immunity to Proficiency) and run faster. So why use Armor heavies?
WTF Rattati. This isn't fair. A shield heavy should never be able to stand toe to toe with an Armor heavy. They need to hit and Run not stand and deliver.
Sagaris lover!!!
Commando <3
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
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Posted - 2014.09.02 16:55:00 -
[473] - Quote
Anmol Singh wrote:CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
SO basically useless projectile resistances since projectiles getting a armor buff. This means that the resistances will cancel out the armor bonus and then the proficiency does 15%+ extra damage to armor so armor still taking more damage. Shield sentinels will have 15% resistance to Projectiles, also proficiency doesn't work on them. Basically Armor tanking in delta < Shield. The reason to Armor tank is to have more HP but at the cost of Speed but in Delta, Shield sentinels while have speed Similar if not more HP than Armor heavies (due to resistances and immunity to Proficiency) and run faster. So why use Armor heavies? WTF Rattati. This isn't fair. A shield heavy should never be able to stand toe to toe with an Armor heavy. They need to hit and Run not stand and deliver.
Given the HP disparity between armor and shields you don't have a whole lot to worry about. Most of my suits have 40% more HP than my shield suits. Often times they have 50-60% more. It means Projectiles will pretty much shred armor like a scram on shields.
Start poking Rattati about gallente and amarr shield busting fatguns. That would be the answer to your issue. But this is pretty much the issue: If there is only one damage type in Heavy weapons: You have to adjust it so all heavies are equally survivable. There is no gallente weapon for heavies. There is no amarr weapon for heavies. But the minmatar and caldari heavies fold up like limp sacks the instant they dry to deploy an HMG, relegating them to pure AV. This is a problem.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
25
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Posted - 2014.09.02 18:29:00 -
[474] - Quote
I love everything mentioned except the profile change on projectiles.
Fizzer XCIV wrote: May I suggest a -5/+5 profile. A lot of people use the Combat rifle because it works somewhat well against both armor and shields compared to other profiles.
This is a much better solution then just making another -10+10 or -20+20. |
Iron Wolf Saber
Den of Swords
16300
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Posted - 2014.09.02 18:59:00 -
[475] - Quote
Those interesting in sniper numbers being thought up so far here is a look at the damage slice
https://docs.google.com/spreadsheets/d/1WS0ehQhSl9Dk-Py4QVeXyYEHiIY2uvDIH1NtufutOyM/edit#gid=0
Range is entirely up in the air though.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Meee One
Hello Kitty Logistics
1060
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Posted - 2014.09.02 19:26:00 -
[476] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job".
LOLWUT?
Slow speed. Low eHP Bad regen. Insane costs. Low stamina.
And you can think of nothing to rebalance,nothing at all?
Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Heimdallr69
Nyain San General Tso's Alliance
3428
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Posted - 2014.09.02 19:43:00 -
[477] - Quote
Meee One wrote:CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job". LOLWUT? Slow speed. Low eHP Bad regen. Insane costs. Low stamina. And you can think of nothing to rebalance,nothing at all? Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous. A true logi has no issue with this.. It was the logi slayers who ruined your suit not Rattatai he fixed something that wasn't working as intended.
Removed inappropriate content - CCP Logibro
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13ear
232
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Posted - 2014.09.02 20:11:00 -
[478] - Quote
Firstly, whilst the 15% reduction to the CPU cost of some shield modules may be a good start, it's not nearly enough to make shield tanking as prevalent as armour tanking.
Back when shields were considering "OP", v. few people used damage mods & there was little to no focus on armour repair; It was mostly basic armour repairers & compact hives used by the masses. Even after the armour plate buff, rep hives & rep tools were hardily ever used outside of PC. However, now that most armour tankers use 1-2 comp. repairs & the majority of the battles you play in (pub or otherwise) have an abundance of rep hives, it's far easier to retain full armour HP than it was before. As a result, armour tankers can not only sustain more damage than shield tankers but they can also maintain the majority of their overall EHP near constantly (Which is supposed to be shield tankers main advantage).
The speed penalty is irrelevant as you can now stack ferroscale plates which give more HP than shield extenders do, are easier to fit & have no speed penalty. The imbalance isn't in the modules themselves though, it's merely a result of more players using what helps the team win (or farm more WP, depends on how you look at it), as opposed to just using what helps them slay.
A 10-15% buff to regulators, rechargers/energizers & base regen rates of shield based suits would give shield tankers the ability to truly fulfil the "hit & run" role efficiently, the most important one by far is the buff to regulators. There needs to be an incentive to use shield based modules in highs and lows. Armour tankers have HP + damage mods, shield tankers should have HP + regulators.
One original thought is worth a thousand mindless quotings - Diogenes
Winner of EU Squad Cup
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Meee One
Hello Kitty Logistics
1063
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Posted - 2014.09.02 20:23:00 -
[479] - Quote
Heimdallr69 wrote:Meee One wrote:CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job". LOLWUT? Slow speed. Low eHP Bad regen. Insane costs. Low stamina. And you can think of nothing to rebalance,nothing at all? Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous. A true logi has no issue with this.. It was the logi slayers who ruined your suit not Rattatai he fixed something that wasn't working as intended. "A true logi has no issue with being as frail as a scout and nearly as slow as a heavy and costing 2x as much as the suit that just killed them....it was the FOTM chasers (that moved to scouts) that (ab)used the suit"
Lawl.
Whatever.
I like that there are more assaults TBH,its a nice change from 100% scout/heavy. I was merely stating that with such borderline insane buffs on one specialist,that leaves loads of possible buffs for the other.
Yet,nothing is even being considered? Not even a speed buff? Or stamina?
Logistics must be horrible at everything? Really?
Logistics is just the donkey of Dust 514? Any suit can ferry equipment.
Logistics has no special niche regarding survival to do so. Scouts can do it faster and better hidden with better regeneration. Assaults/commandos can do it with better tank,and in the case of assaults better speed.
Yet the equipment specialists have nothing built in that would aid in survival whilst using said equipment? That sounds horribly broken to me.
Logistics = Hurr i kan cary moar.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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JDEZ09
Dark Side Alliance
73
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Posted - 2014.09.02 20:59:00 -
[480] - Quote
If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. |
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