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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
iKILLu osborne
Dead Man's Game
225
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Posted - 2014.08.31 13:58:00 -
[241] - Quote
CCP Rattati wrote:Unlocked, probably at level 1. We haven't fully experimented, we just want to have the skillbook bought so the new player sees it unlocked and maybe won't spend ISK and SP on dropsuit command or weaponry when it is surely better to boost your core skills. thank you for the clarification, will this be put in place for characters created there after or for characters under x amount of sp? (yes i have an new tank alt lol)
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3042
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Posted - 2014.08.31 13:59:00 -
[242] - 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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher.
Tanker/Logi/Assault
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
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Posted - 2014.08.31 14:00:00 -
[243] - Quote
CCP Rattati wrote:137H4RGIC wrote:Why are you nerfing the Assault HMG when it isn't even viable, really? It can't compete with Rails, and when it goes to its optimal range, the Burst or Regular HMG still beats it? I haven't met a heavy who says that the Assault HMG can compete with anything else. I can only say, please read the OP again.
Rattati any ideas for the assault bonuses?
The Blazing Intellect Machine
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Kevall Longstride
DUST University Ivy League
1611
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Posted - 2014.08.31 14:04:00 -
[244] - Quote
iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though.
The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them.
Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
iKILLu osborne
Dead Man's Game
225
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Posted - 2014.08.31 14:05:00 -
[245] - Quote
BlazeXYZ wrote:CCP Rattati wrote:137H4RGIC wrote:Why are you nerfing the Assault HMG when it isn't even viable, really? It can't compete with Rails, and when it goes to its optimal range, the Burst or Regular HMG still beats it? I haven't met a heavy who says that the Assault HMG can compete with anything else. I can only say, please read the OP again. Rattati any ideas for the assault bonuses? considering they expend more ammo due to increased range, i would suggest increasing clip/drum size, reload speed and total reserve ammo
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Kevall Longstride
DUST University Ivy League
1611
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Posted - 2014.08.31 14:11:00 -
[246] - Quote
Benjamin Ciscko wrote: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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher.
Even insane doesn't cover it. Not kidding.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Monty Mole Clone
Shiv M
201
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Posted - 2014.08.31 14:12:00 -
[247] - Quote
Dimitri Rascolovitch wrote:Monty Mole Clone wrote:i cant wait for all the triple damage modded 1000 ehp ak.0s with combat and assault combat rifles. im calling it right now if youre wearing an AK.0 and using a CBR youre a scrub, and undeserving of the holiness of the Amarrian suit
i agree, if you did that you would be a total scrub. judging by your sig you will be right at home with it
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
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Snake Sellors
Hellstorm Inc General Tso's Alliance
378
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Posted - 2014.08.31 14:18:00 -
[248] - Quote
Ok, so the please is done , now the questions
Hi Rattati, What range do you think you will give the snipers? And will it be abosolute or effective? Will we be seeing any of the ideas that logibro had for the scopes? I.e the plc reticle
Any Chance that you'd consider lowering charge time on the charge according to its lower range? Also losing the bloody noise it makes lol, I keep getting squished because I have the sound low.
Was a little unclear but I'm relatively sure before I ask but You are adding the officer weapons, and adding things to lp stores Or Your adding the new officer weapons and the missing things to the lp store?
Looking forward to better Plcs
And seriously looking forward to the projectiles changes as a calsent it should help a lot.
Lastly any thoughts on changing the penalties on energizers down the line? And the fw titles you were looking into?
I know you don't have exacts but a rough guide would be nice Thanks |
Dj grammer
New Age Empire. General Tso's Alliance
345
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Posted - 2014.08.31 14:39:00 -
[249] - Quote
Adipem Nothi wrote:Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%,+10%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565. Just in case you're serious :-) CR and ACR currently do -5% damage to shields and +10% damage to armor. This damage profile is lopsided; he's suggesting we equalize the percentages, such that projectile weapon damage profile performs on par with other damage profiles.
As a CR user I can see a -15%, +15%. The CR was more of a CQC weapon to me in the beginning. It is like the rail rifles -10%, +10%. This shall be interesting.
Darkness is a Beginning, you see, not an end.
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Denchlad 7
Dead Man's Game
489
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Posted - 2014.08.31 14:41:00 -
[250] - Quote
Hmm.
In terms of dropships and swarms, despite the fact its very hard to escape swarms without and Afterburner, if you make ADS' far cheaper, I'll deal with it.
Not so cheap that its like 1.7 tanks cheap, but not so expensive it takes playing another 2 good matches to make up for the isk lost. Somewhere near 200k seems okay.
I will be the only player to Prototype every single god damn weapon before Dust dies. 2 to go.
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Kaughst
Nyain San General Tso's Alliance
582
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Posted - 2014.08.31 14:42:00 -
[251] - Quote
Kevall Longstride wrote:Benjamin Ciscko wrote: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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher. Even insane doesn't cover it. Not kidding.
Speaking of dropships...Those things need some freaking landing gear in Project Legion...I mean skids on the bottom, seriously I do not understand how CCP could have missed a design like that or a lore justification...They always lay to one side or another on flat terrain...At least give it some kind of auto-stabilization 'field'.
The sea of crap is quite an anomaly, staying afloat justified to see exactly what else is in there floating with you.
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Nothing Certain
Bioshock Rejects
1093
|
Posted - 2014.08.31 14:57:00 -
[252] - Quote
All I can say is that the changes makes me feel that CCP and I are now playing the same game. I approve all the changes.
Because, that's why.
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Adipem Nothi
Nos Nothi
4652
|
Posted - 2014.08.31 15:03:00 -
[253] - Quote
Iron Wolf Saber 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?
Problem is getting the first, then second, then third swarms to land... The problem is finding pilots who tell the truth.
In dozens upon dozens of engagements, I have never downed an ADS in 3 volleys. I have witnessed the same survive synchronized strikes from side-by-side prototype swarm launchers. I run max proficiency swarms with multiple damage amps.
Manboar's claim above is patently and demonstrably false.
Shoot scout with yes.
- Ripley Riley
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2699
|
Posted - 2014.08.31 15:06:00 -
[254] - Quote
A python with enhanced shield booster and complex heavy shield extender can easily take 3 volleys without running.
But after that they have to run if any more signs of AV make themselves present.
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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Regis Blackbird
DUST University Ivy League
389
|
Posted - 2014.08.31 15:21:00 -
[255] - Quote
CCP Rattati wrote:Unlocked, probably at level 1. We haven't fully experimented, we just want to have the skillbook bought so the new player sees it unlocked and maybe won't spend ISK and SP on dropsuit command or weaponry when it is surely better to boost your core skills.
I like the idea of unlocking some core skills per default for all new players. But if you put skill points into them I fear you will devalue the skill itself. I mean, if "all" players have shields = 1, you effectively just raised the base value of shields for all drop suites.
However, I would absolutely love if skill points can be distributed based on the character creation choices, like Race, Bloodline etc. This would avoid giving "all" players the same default skills, and give greater purpose to our selections. It would also point the new player to the required skills for the particular play style he have selected. |
Right-wing Extremist
Nos Nothi
945
|
Posted - 2014.08.31 15:29:00 -
[256] - Quote
Kevall Longstride wrote:iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall:
Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514?
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Adipem Nothi
Nos Nothi
4653
|
Posted - 2014.08.31 15:34:00 -
[257] - Quote
Right-wing Extremist wrote:Kevall Longstride wrote:iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall: Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514? Would blow to max everything out in a year or two. Hence the seven year plan :-)
Shoot scout with yes.
- Ripley Riley
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Kevall Longstride
DUST University Ivy League
1615
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Posted - 2014.08.31 15:35:00 -
[258] - Quote
We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Assault Swarm Launcher
Caldari State
247
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Posted - 2014.08.31 15:41:00 -
[259] - Quote
Francois Sanchez wrote:Still no change to the assault swarm launcher role? Maybe in Hotfix Echo
"Chances are I'm going to kill you or replace you with something new..."
-CCP Logibro
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Kevall Longstride
DUST University Ivy League
1618
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Posted - 2014.08.31 15:44:00 -
[260] - Quote
Right-wing Extremist wrote:Kevall Longstride wrote:iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall: Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514?
Because in Eve they can be further supplemented by fitting efficiency increases from multiple skills, leading to a larger scope of fitting choices. However, we don't have these extra efficiency skill opportunities in Dust so unfortunately the base Skill has to have a larger SP requirement to reflect the comparatively large (to Eve anyway) boost that Electronics and Engineering can give to a suit.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 15:50:00 -
[261] - Quote
Iron Wolf Saber 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 Problem is getting the first, then second, then third swarms to land...
If the pilot is aggressive and is looking to engage AV the first volley is guaranteed. Even if they are in the area the first swarm volley is guaranteed unless the pilot judges the time the volleys will come out then he will judge the time needed to fly away before the volley is thrown out...
Always Grey Skies
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CommanderBolt
Osmon Surveillance Caldari State
1440
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Posted - 2014.08.31 15:50:00 -
[262] - Quote
CCP Rattati wrote:CommanderBolt wrote:CCP Rattati wrote:Dear players
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. Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense.... CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far. CCP Rattati wrote: Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes. There are certainly known objectives where a single forger can hold down the fort at sniper range, and kill multiple hackers in one shot. Why would you snipe in that case?
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.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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bogeyman m
Minmatar Republic
381
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Posted - 2014.08.31 15:55:00 -
[263] - 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.
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Regis Blackbird
DUST University Ivy League
389
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Posted - 2014.08.31 16:02:00 -
[264] - Quote
Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan.
I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean:
A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes.
B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor.
As stated before, I would really like to see option B if we want to pre-fit skill points.
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CCP Rattati
C C P C C P Alliance
6316
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Posted - 2014.08.31 16:02:00 -
[265] - Quote
CommanderBolt wrote:CCP Rattati wrote:CommanderBolt wrote:CCP Rattati wrote:Dear players
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. Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense.... CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far. CCP Rattati wrote: Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes. There are certainly known objectives where a single forger can hold down the fort at sniper range, and kill multiple hackers in one shot. Why would you snipe in that case? 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?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
2968
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Posted - 2014.08.31 16:04:00 -
[266] - 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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Soulja Ghostface
MCDUSTDONALDS Top Men.
2699
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Posted - 2014.08.31 16:10:00 -
[267] - Quote
BL4CKST4R wrote: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) You guys need your crutch
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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Boot Booter
Pure Evil.
880
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Posted - 2014.08.31 16:19:00 -
[268] - Quote
Cat Merc wrote:Cass Caul wrote:IMO, I'd like to see Hybrid Blasters at +5%/-5% Hybrid Rails at -5%/+5%
Projectile at -10%/+10%
Shields/Armor
Hybrid Weapons are supposed to be the closest in damage between shields/armor which projectiles being the second best at tearing through armor (second to explosives). I dunno, I like my rifle tearing Caldari a new one
It still would with proficiency. The real problem with the AR is its low armor damage. This coupled with short range is probably why so many people say it "feels off". Making it +5/-5 would help it soooo much.
I am completely in favor of this. It puts hybrid weapons in line and gives the projectiles, explosive, and lasers their niche.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Jack 3enimble
Vengeance Unbound Dark Taboo
267
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Posted - 2014.08.31 16:21:00 -
[269] - Quote
Is my Cal assault still stuck with its "unique" and useless bonus, this goes btw for the Gal too. |
bogeyman m
Minmatar Republic
383
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Posted - 2014.08.31 16:21:00 -
[270] - 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.
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