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Thread Statistics | Show CCP posts - 35 post(s) |
Fox Gaden
Immortal Guides
4297
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Posted - 2014.09.22 14:56:00 -
[1] - Quote
Ripley Riley wrote:- Lower Decloak animation to zero (cloak "nerf")
So, as soon as the scout fires the first round from their shotgun they are decloaked? Here's hoping that gets more than a few scouts killed. Due to Shotgun Scouts attaching from behind, many people will continue to die without ever seeing the Scout that killed them (because the Scout is behind them) and will continue to claim that the Scout was Cloaked the whole time (regardless of whether the Shortgun Scout actually had a Cloaked equipped or not).
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4297
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Posted - 2014.09.22 15:17:00 -
[2] - Quote
DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4297
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Posted - 2014.09.22 15:28:00 -
[3] - Quote
Kosakai wrote:iam forge gun guner and ADS pilot... and i must say... you killed dropships now.... afterburner is the only one think what can save your ass in dropship... ADS is like paper plane... and if you cannot run away.... its the end + ROF nerf? why you did not delete em from the game? it will be totaly useless.... can i get back my lost SP in dropships please? Quit being a Drama Queen!
Just test the Dropships after Delta Drops. Analyse the abilities. If they got over-nerfed then document the problems and what needs to be done to bring them back into balance. Keep in mind that there are a lot of ADS pilots making YouTub videos, so any problems with ADS will be well documented. Not to mention the fact that there is a skilled ADS pilot on the CSM.
Yes there is a chance that ADS might be overnerfed. (I am not qualified to say one way or the other.) But of all the roles in the game, ADS pilots are about the best at presenting their case to CCP. If it is really a problem, I canGÇÖt see it staying that way past Hot Fix Echo.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4304
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Posted - 2014.09.22 18:27:00 -
[4] - Quote
DarthPlagueis TheWise wrote:Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus. just so sick of everything i use getting nerfed Try using the really underpowered stuff. They all your stuff will get buffed!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4332
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Posted - 2014.09.24 12:22:00 -
[5] - Quote
Analysis of the Projectile damage profile change from -5/+10 to -15/+15 (Shield/Armor) in Hot Fix Delta and what this means for HMG Sentinel vs HMG Sentinel engagements:
-15/+15 (Shield/Armor) damage profile for Projectile weapons (HMG) -15 vs Armor resistance bonus for Amarr Sentinel with max skills -10 vs Armor resistance bonus for Gallente Sentinel with max skills
HMG damage adjustment against the primary defense of each racial Sentinel: -15 vs Caldari Sentinel Shields -15 vs Minmatar Sentinel Shields +0 vs Amarr Sentinel Armor (+15 damage profile, -15 resistance bonus) +5 vs Gallente Sentinel Armor (+15 damage profile, -10 resistance bonus)
So in a stand up head to head fight in unmodified suits the Caldari Sentinel has the advantage. The Minmatar Sentinel has the same damage profile advantage but has far less health.
However when you add modules into the mix you must keep in mind that Armor Plate adds a lot more health than Shield Extenders do, and armor can be reinforced by external reps from a Repair Tool.
In HMG Sentinel vs HMG Sentinels engagements the Projectile change has the following effect on primary tanking type: 10% buff to Caldai 10% buff to Minmatar 5% nerf to Amarr 5% nerf to Gallente
Overall, I feel the shield suits needed this change as the Armor suits were superior in every way. They will be much closer to balanced now with Armor suits only having a clear advantage when paired with a Logi.
However, I think the Gallente Sentinel has slipped two patches in a row. First trading a low slot for a high slot, and then getting a 5% nerf to their primary tanking style vs other HMG Sentinels. I feel the self rep bonus on the Gallente Sentinel suit should be increased a few % to make up for these nerfs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4333
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Posted - 2014.09.24 13:13:00 -
[6] - Quote
CCP Rattati wrote:I am just explaining the facts as they are, and have been. Swarm missiles are defined as projectiles in DUST 514 and lots of people have been asking for them to be kinetic so the Caldari can utilize their bonus. Just one of those things that are they way they are. If Swarms are Projectile weapons: -Does the Swarm Launcher benefit from the Minmatar AssaultGÇÖs +5% to projectile clip size per level? -Will Swarm damage be effected by the Projectile Damage profile change? Will they do 10% less damage to a PythonGÇÖs shields after the patch? (-5% shields changing to -15% shields)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4333
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Posted - 2014.09.24 13:39:00 -
[7] - Quote
Adipem Nothi wrote:@ Fox Gaden
Looking forward to your review of the post-Delta burst HMG :-)
I am a little nervous about it actually. If the heat buildup nerf is enough to make it overhead 1 burst sooner, I am not sure I will be skilled enough to use it effectively.
When the Burst HMG was first reworked in Charlie it scared the crap out of people and I got a lot of kills because people froze up like a deer in the headlights. Now that people have gotten used to the Burst HMG they are doing a lot more strafing and jumping. It has now become quite common for me to die to a frontal assault, particularly to Shotgun and Nova Knife Scouts, where they manage to dodge my bursts as they charge in, swerving after each burst, to shoot or stab me in the face. With the current heat buildup I can afford to miss a burst or two, but with one less burst available the weapons would be very unforgiving.
Right now I find the Burst is a little OP when I am playing at my absolute best, but I have to be on my A game all the time. If I get tired or lose focus I get wrecked.
If they make the heat buildup too quick, they could give the Burst HMG a 100% damage buff and I still would not be able to do anything with it.
However, someone crunched the numbers and claimed that with the Delta heat nerf the Advanced Burst HMG would still not overheat until the first round of the 6th Burst, which does not reduce the Burst count on the initial engagement. If this is the case, then the nerf is bearable.
It will have an effect on sustained fights though. If you fire 2 bursts, then fire 3 bursts, then fire another 2 during a sustained fight, the heat that builds when you fire does not completely dissipate before you fire again. So while you could fire 5 bursts with an Advanced Burst HMG on the initial encounter without overheating, you may only be able to fire 4 or 3 bursts before overheat in the next engagement if it follows quickly after. Any heat nerf will be noticeable in in sustained fights.
I argued for only having the 10% damage nerf. I am afraid of a heat nerf tipping an interesting and challenging weapon over the edge into being an unusable weapon. But I am going to withhold judgement until I have tested if. If the initial burst count before overheat has not been decreased the nerf may not be crippling.
In summary:
- The 10% nerf to damage I am not worried about. It was needed.
- The change to Dispersion behaviour makes sense for the Burst and will make it even more unique.
- The heat nerf may be a minor issue, or it may proove to be a Flaylock level nerf making it unusable for all but the most skilled PC players. Only time and testing will tell.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4350
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Posted - 2014.09.25 00:22:00 -
[8] - Quote
Q) Is the Burst HMG broken? A) No, it is not.
Q) Is the Advanced Burst HMG still better than a Standard HMG? A) I am not sure yet. Requires more testing.
The Advanced HMG can fire 5 Bursts without overheating, but overheats the instant the 6th Burst starts. Interestingly, if you overheat in the first engagement, you will run out of ammo in your clip just before overheating the second time, casing you to go into a reload rather than seizing up with overheat, so you can switch to a sidearm.
Proto overheats half way through the 6th burst which is one burst less than in Charlie.
Testing continuesGǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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