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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Gabriella Grey
Onslaught Inc RISE of LEGION
136
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Posted - 2014.08.31 02:12:00 -
[181] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours.
These are not scout weapons though, they are designed for assault players. A scout is just that a scout. A scout is still meant to kill on the battlefield but it is not designed to take the assault role. I personally believe scouts and light suits should be limited to side arms with the exception of the sniper rifle. The shotgun really should be an logistics light weapon only. And heavies using sniper rifles is just silly. It kills the balancing of a long range high damage weapon with no counter other than going in high risk into red lines.
Always Grey Skies
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Heimdallr69
Nyain San General Tso's Alliance
3402
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Posted - 2014.08.31 02:12:00 -
[182] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours. Then I hope we get equally nerfed. Knock out two factions in one hot fix. Sounds fun
Removed inappropriate content - CCP Logibro
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bogeyman m
Minmatar Republic
381
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Posted - 2014.08.31 02:13:00 -
[183] - 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.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
178
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Posted - 2014.08.31 02:16:00 -
[184] - Quote
Heimdallr69 wrote:P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours. Then I hope we get equally nerfed. Knock out two factions in one hot fix. Sounds fun Gallente/Caldari War Simulator 514 |
SponkSponkSponk
The Southern Legion Final Resolution.
1033
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Posted - 2014.08.31 02:18:00 -
[185] - Quote
bogeyman m wrote: 'Cause in 1565 all smithies were Scottish...
kaboom!
Dust/Eve transfers
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
872
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Posted - 2014.08.31 02:35:00 -
[186] - Quote
Dear Rattati....
What about delay before remote explosive activation? What about delay after decloaking before first shot?
Sorry for bad English =)
>>> Legion rdy! <<<
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Atiim
11735
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Posted - 2014.08.31 02:43:00 -
[187] - Quote
Give the Projectiles a -20/+20% profile.
This way, Armor users also have an extreme counter in mid-ranged engagements.
DUST 514's 1st Matari Commando
-HAND
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2199
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Posted - 2014.08.31 02:57:00 -
[188] - Quote
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.
PSN: RationalSpark
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Cody Sietz
Evzones Public.Disorder.
3928
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Posted - 2014.08.31 03:06:00 -
[189] - Quote
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.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Atiim
11737
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Posted - 2014.08.31 03:07:00 -
[190] - Quote
Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP
DUST 514's 1st Matari Commando
-HAND
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Freccia di Lybra
Maphia Clan Corporation
310
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Posted - 2014.08.31 03:11:00 -
[191] - Quote
CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
thanks for your hard work, the whole post is great!
I'd just like to discuss on the Nanite Injectors: it is supposed to be the first and most useful equipment for people running in squads, but it rarely is: people are not encouraged enough to use any other variant except the standard, or people even replace it with something more useful.
Shortly, wouldn't it be great if people gradually got more WP with the ADV and PRO injectors?
But there's still another problem: people reviving you in front of a full squad of enemies, which is not the best experience, at the point that some might think "please don't revive me again". That said, it would be great if the revival doesn't count as a death as it doesn't count as a kill for the enemy (in order to prevent people abusing this mechanic).
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Cody Sietz
Evzones Public.Disorder.
3928
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Posted - 2014.08.31 03:23:00 -
[192] - Quote
Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Heimdallr69
Nyain San General Tso's Alliance
3403
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Posted - 2014.08.31 03:25:00 -
[193] - Quote
Cody Sietz wrote:Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are. I heard a slight hp buff.. Not putting them on par with the others.
Removed inappropriate content - CCP Logibro
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Cody Sietz
Evzones Public.Disorder.
3928
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Posted - 2014.08.31 03:48:00 -
[194] - Quote
Heimdallr69 wrote:Cody Sietz wrote:Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are. I heard a slight hp buff.. Not putting them on par with the others. So under 50 hp?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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MrShooter01
Storm Wind Strikeforce Caldari State
712
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Posted - 2014.08.31 04:04:00 -
[195] - Quote
34.03399 |
Macchi00
LORD-BRITISH
100
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Posted - 2014.08.31 04:06:00 -
[196] - Quote
Why Forgegun do you nerf? 2.1m is very small, now Forgegun can not be active as a counter-infantry weapon.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
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LEHON Xeon
Ahrendee Mercenaries
680
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Posted - 2014.08.31 04:14:00 -
[197] - Quote
Despite my rare presence in these forums anymore, I must make a post here. I find a CR nerf to -20/+20 to be completely UNACCEPTABLE. I do concede that in its current form of -5/+10, that is a bit imbalanced. However, as another poster said, against heavily shielded suits, there is already a bit of difficulty in taking those down, particularly at extreme ranges. Now though, you are nerfing the capability of a relatively balanced rifle against multiple suits completely. At -20%, there will be no way I will be able to engage heavier classed shield suits at longer ranges. They will simply outlast all of my clip, or manage to get to cover before I can get in any significant damage, the same will now go for heavy suits that have medium to large shielding reserves plus armor (i.e. 400+). Round it out at 10/10.
What do people think is going to happen with ScR with this CR nerf? It is only going to become stronger, because the amarr suits which use it will simply stack more shielding, leading them to become more resistant to CR attacks at extreme range. The way it is right now, there are primarily three effective long ranged rifles on the field. CR, LR, and ScR. Take out CR's more balanced capabilities, and you're left with two that have immense and nearly continuous damage impact over extreme ranges.
With ScR the way it is, particularly if you encounter people with modded controllers, you're already insta dead if you turn a corner at close range. I cannot imagine what it is going to turn into at longer ranges with this type of CR nerf.
Why am I still here yet?
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Iron Wolf Saber
Den of Swords
16246
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Posted - 2014.08.31 04:39:00 -
[198] - Quote
SponkSponkSponk wrote:Cat Merc wrote: The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
The problem here is not the sniper; it's the red line.
Cant fix redlines or maps though. So other solutions have to be forged.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Greasepalms
Ahrendee Mercenaries
627
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Posted - 2014.08.31 04:46:00 -
[199] - Quote
I'd really like the ScR to get a scope zoom similar to that of the Laser Rifle and have its hipfire accuracy nerfed a bit (this is coming from a scr/ascr/lr only user) |
iKILLu osborne
Dead Man's Game
222
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Posted - 2014.08.31 04:49:00 -
[200] - Quote
my thoughts
light weapons:
*please don't make my scr rof suck, just lower dps, i skilled into for the smooth rof and so i could regulate my ammo. *cr i don't care for *plasma cannon projectile speed increase needed(pyrex will be happy)
sidearms:
*flaylock-buff splash radius *scp-increase rof but lower head shot multiplier *ion-seize reduction and tighten hipfire *bolt-increase rof slightly *nova knives-perfect *smg-lower clip size to eliminate "spray n' pray" *magsec-reduce kick slightly
*swarms speed increase needed but lower dps slightly (vehicles becoming a rare sight)
*forge sniping needs to be fixed but not by removing splash entirely
*turrets are meh
*test new ranges of sniper rifle on every map(both redlines) before changing them
*lp cal scout Yaaaaaaah thank you, thank you, thank you, thank you thank you, thank you, thank you.(calgasm)
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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The Eristic
Dust 90210
641
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Posted - 2014.08.31 04:58:00 -
[201] - Quote
Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas).
Looking forward to IP/BP/Magsec/FP being useful! They're already fun, but just don't work well enough (literally, in the case of the Ion) to keep up with the trusty ol' ScP and SMG.
Add all Miltia Sidearms and Miltia HMG to Market
Excellent. Can we get Op II variants of everything now, too? The low meta game needs as much variety as possible.
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.
This is tricky. I'm all for getting out of the redline, but most of the maps don't have enough variety in viable sniping locations outside of it. Rendering is a constant problem, too, along with fixed zoom.
Plasma Cannon - increased projectile speed
This could be a good buff. I desperately want to see its myriad bugs fixed above anything else, though.
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Speed buff would be good, but is buffing speed AND nerfing burners simultaneously too much? If I were picking two, I'd probably go with speed + longer lock-on range to make them better able to harass pilots that like to stay high so they can quickly move out of range vertically.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
AR is almost good already, what do you have in mind?
Have to be very, very careful with adjusting the Scrambler. It's the kind of weapon that could become instantly useless with the wrong "tweaks". Writing an anti-turbo function would solve the most significant issue with it without hurting its legitimate users, as well as fixing similar problems with AR, CR and SG.
Assault Scrambler is such a weird case, I can't really think of what to do with it. +15/-15 for Scramblers as "pulse" lasers might make them easier to adjust, creating slightly less dramatic results.
Assault HMG buffed, burst HMG needs a slight tune down
Good. Once again, care is needed, as more powerful "long range" HMG could get out of hand if not done subtly.
Minmatar dropsuits - small ehp buff across the board
I'd rather have more PG than more health. Well, except the Sentinel and Commando. They need both!
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
The BFG might as well not have any already. Don't know why you'd take the already small splash away from the regular FG, though. I don't think I've heard anyone have single issue with it since it was nerfed months ago. Seems like it should be between Assault and Breach.
Turret shouldn't have any.
Small Rail ROF reduced
Should be marginally faster than the Large.
Large Blaster splash reduced
Shouldn't have any. Use missiles if you want splash.
Small Blaster splash increased, maybe range increase
See above. A decent range buff would be solid. Almost impossible to use on a dropship.
HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Good. Now do the same for dropsuits!
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
DS, yes. HAV, noooooooooooooooooo.
Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
-20/+20 is probably too much. I made a thread a while back that had a lot of good discussion a month or two back. -10/+10 actually seemed to be close to consensus, followed by -5/+5, though that still leaves them doing far too much damage to shields vs the Scrambler and AR. Would make no discernible difference to the HMG, either, so -15/+15 could be ok. Might also make Cal/Min Sents more workable in heavy-v-heavy combat.
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Great news! When you say "injected with dropsuit upgrades skills", do you mean books already purchased AND SP in them, or just the books? Might sound greedy, but will we receive refunds for the difference? A couple of my younger chars could use it!
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Good. Very good.
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Also *probably* good. High meta needles will be nuts now.
Nova Knife optimization skill added
Finally!
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Also finally!
Reality is the original Rorschach.
Verily! So much for all that.
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man- bear pig
D3ATH CARD
13
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Posted - 2014.08.31 05:07:00 -
[202] - Quote
A couple post back, the sniper rifle argument brought up an issue that really needs to be addressed. HMG with a logi train behind them, turning them damn near invincible. Sure, there are ways around it, just like there are ways to counter a sniper in the red zone, but the cost to take out this combo is far to high. Because it is so powerful, this is become far to normal occurrence in this game, making a fight in a city with two or three of these combo's pointless to even try. Now I understand that in some situations, a logi train is needed, but something needs to make it easier to stop this setup.
I have two ideas, either add a heat build up to rep tools, nothing major enough that it will overheat in a fire fight, just enough so that they can't keep the trigger pulled the entire match and just run in circles, following their master like dogs. OR, add a stacking penalty to any rep tools applied after the first, like 1/4 less efficiency for every additional rep tool.
Besides that, can you PLEASE fix the smart deploy in ambush. Once the other team has over run your main force, it's over, because every other teammate is spawning into the middle of gun fire, or the middle of the other teams forces with no time to react. Make it so they spawn around any squad leader not currently taking damage or something, anything, just please change it. And the auto tuning to team chat crap.
Everything else sounds great though, even though your messing with my beloved SCR, I'll take it.
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Mauren NOON
The Exemplars
428
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Posted - 2014.08.31 05:10:00 -
[203] - Quote
Rusty Shallows wrote:Mauren NOON wrote:emm kay wrote:nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf. Lol@you sir. No. If tanks don't get nerfed, neither do forge guns. I'm pretty sure it was a trolling Mauren NOON. If not I'd love to hear an explanation why Large Rails and stacked complex-DM Swarms are balanced in comparison. Well swarms are a little bit too good right now and large rails kinda stink....
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Iron Wolf Saber
Den of Swords
16248
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Posted - 2014.08.31 05:15:00 -
[204] - Quote
bogeyman m wrote: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...
Ye ol waxin doth ore ere, be somthin foul with humors of you and yours.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Cat Merc
Onslaught Inc RISE of LEGION
11911
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Posted - 2014.08.31 05:18:00 -
[205] - Quote
Just...
Feline overlord of all humans - CAT MERC
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
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Posted - 2014.08.31 05:23:00 -
[206] - Quote
What's up with the gunnlogi shield buff, anything too drastic and they'll be able to out-tank maddies.
Planetside 2
Eventually
Eh
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Adipem Nothi
Nos Nothi
4646
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Posted - 2014.08.31 05:28:00 -
[207] - Quote
Mauren NOON wrote: Well swarms are a little bit too good right now....
I honestly don't understand how anyone can make these claims in good faith.
You get hit. You drive off in your tank, or fly away in your sky tank. How is it that the most ineffective weapon in the game is "too good"?
Shoot scout with yes.
- Ripley Riley
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
528
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Posted - 2014.08.31 05:34:00 -
[208] - Quote
Scheneighnay McBob wrote:The nanite injector buff is a stealth nerf to FW awoxers. I like.
what do you mean? |
voidfaction
Nos Nothi
478
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Posted - 2014.08.31 05:44:00 -
[209] - Quote
Adipem Nothi wrote:Mauren NOON wrote: Well swarms are a little bit too good right now....
I honestly don't understand how anyone can make these claims in good faith. You get hit, then you drive off in your land-tank or you fly away in your sky-tank. How is it that the most ineffective weapon in the game is "a little bit too good"? Because if it was just good then they would not need to drive off and could pretend you are not there. You know like when shooting them with an AR.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
528
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Posted - 2014.08.31 05:51:00 -
[210] - Quote
Zindorak wrote:Heimdallr69 wrote:BlazeXYZ wrote:Projectile Weapons should be -10,+10. It makes sense compared to ARs. I agree with this ^, none of that -20/20 bs. yea if keepin -5/+10 isn't possible i would go with this
-15/+15
or
-10/+10 but then make plasma weapons +5/-5 and rail weapons -5/+5 |
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