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Thread Statistics | Show CCP posts - 35 post(s) |
zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 04:54:00 -
[151] - Quote
CCP Rattati wrote:zzZaXxx wrote:Rattati, what's with not giving us the specific information about rifle changes? I was really looking forward to seeing the final numbers all in one place, and seeing some specific numbers that haven't been shown yet, such as the degree of TAR's handling changes, etc. Instead there's just a note saying a bunch of obscure changes were made that no one will understand. Could we please have that information? It's very valuable and certainly of great interest to many of us. We have never shared those before, will have to check whether there was a reason for that. Ok, thanks! |
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 04:54:00 -
[152] - Quote
Extraneus Tercero wrote:CCP Rattati wrote:Extraneus Tercero wrote:1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge? 1. yes, 200% ion (had normal 150%), 150% flaylock (didn't have any), bolt 250% (had 150%) 2. higher for standard, lower for tactical 3. dont have a comparison, but imagine 30% faster, that's how much faster it is 3. Yes, but no overheat damage and the seize is much shorter. It feels like a long charge, and you can followup with a few normal shots. It's fun. Does half charge still over heat?
yes
"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
7794
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Posted - 2014.09.23 04:56:00 -
[153] - Quote
Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle...
We mentioned it briefly as an idea, it got no traction nor interest, and many questioned whether it was necessary. That was the end of it.
"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
7794
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Posted - 2014.09.23 04:57:00 -
[154] - Quote
Harpyja wrote:Extraneus Tercero wrote:Bright Cloud wrote:Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle... Shield hardeners give the highest resistance bonus out of all modules. I think thats a decent thing to have. And most gunnlogis stack shield modules aswell on top of armor. Plus large rail now do more damage to armor than shield Though missiles also got a damage buff against shield. Oh and I also just noticed something Militia fuel injectors provide the same speed boost as prototype? Uhm, CCP?! Edit: sorry, totally meant afterburners They always have had the same speed boost.
"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
7794
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Posted - 2014.09.23 05:04:00 -
[155] - Quote
Mobius Kaethis wrote:A couple of things:
1) Do you really want militia afterburners to have the same thrust increase as proto-afterburners? Given those stats why would anyone choose to use standard AB?
2) Could we actually get the rifle changes added in. I know all the changes are pretty minor but I'd like to see them none the less.
3) The sandard flaylock has less total ammo than the militia version. 20 compared to 24. This seems to be an error since the advanced can carry 24 and the proto can carry 28. I am assuming you meant to make the militia flaylock carry 20 total ammo as well.
And a single question:
Any chance of getting another balance pass done on AV grenades? They are borderline useless right now with even proto packed AV nades unable to kill a militia LAV unless you stand on a nanohive or a depot.
1) Afterburner boost has always been the same for all tiers. 2) We will not post numerical changes, but we can share the designs per weapon 3) Thanks, that militia ammo is an error, we will fix it. 4) Yes, we can take a look at that, usually I launch 2 swarms and double tap 2 grenades and then line up the 3 swarm shot when the HAV is fleeing. Usually he gets away though.
"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
7794
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Posted - 2014.09.23 05:05:00 -
[156] - Quote
Radec fett wrote:Is the assault CR getting that increased dispersion and damage?
Will post the intent of the rifle changes under the Rifles page
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
207
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Posted - 2014.09.23 05:05:00 -
[157] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta.
Really man, i've tried to reason with you but you are really making stuff up to justify the nerfs.
''it transports infantry and uplinks'' It only transports infantry (like i dunno, a dropship should, and every dropship does) and infantry drop the links.
''decimates infantry and vehicles''
Every single weapon in Dust kills infantry. Thats the weakest excuse so far. You need to back it farther than this anecdotal B.S. Show us the stats that say ADS are the top of leaderboards. Dont say ''they went 15-0'' or even ''20-0'' when top players regularly get 30+ kills a match.To kill heavy vehicles you need level 5 ROF or 2.2 million SP invested into dropships. You need level 3 to kill other dropships. Last time i checked shotgun scouts and HMGs were the leading killers of dust.
Show the stats: What killed more tanks or vehicles since 1.8. AV, tanks or Dropships?
''intercepts RDVs and vehicle delivery'' Flat out lie. Large turrets have a massive issue taking down RDVs. RDVs take out dropships. There has never been in the history of dust, and RDV that got shot down by a dropship. Vehicles dropped off can be intercepted by anybody.
''avoids swarms with ease'' no, avoids one swamer by leaving the entire frigging battle. A tank can avoid one swarmer with ease. An LAV can avoid one swarmer with ease. Anything mobile can avoid a single swarmer. In a tank i can pull up and blast him in the face. I can jump out of an LAV and shoot him in the face. In Dropship i have to fly away, regroup, guess his position, make a pass to see if there are multiple swarms and make a second pass to kill him outright or drop in a team mate.
''The only counter is a mass team shift to AV, and forges''
Wrong again, its not the only counter. 1 swarmer is enough to drive away any ship, a swarmer + 1 forge gunner is complete area denial. The whole team isn't on team chat to tell each other to switch to AV. They all want a crack at taking don the dropship. What makes this unique to dropships? When there's a heavy driving around in an LAV guess how many players switch out to AV.
Based on experience? What experience do you have? You sad yourself tht you tried swarms for one day, refuse to fly with anybody who offers, claiming flying isnt nessary, and when you pull out charts they are tweaked to meet your own conclusions.
''Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one''
The only difference between a pilot ejecting and calling in a second dropship and killing a pilot who respawns and calls in another dropship is 50+ warpoints. You have a hard time taking down dropships tht doesn't mean everybody else does.
The discussion hasn't shifted to pilots saying the ADS is OP just you and soraya and few other terrible swarn players repeating it over and over and over to the point where if some of us don't give in to a Dev we might get hit in the face with the nerf bat. Not surprisingly this is exactly what happened anyway.
Really i don't know which pilot make you throw your controller at the screen, but this attitude is exactly what I would expect from someone who admittedly knows nothing about the ADS or Dropships, got no numbers or facts yet insists what ever kills him or her is OP. ''Its not me its them''
TL;DR Stop balancing off of your rage quitting. Stop backing up your claims with anecdotal B.S. that you say pilots use when we explain in page after page of what happens when we fly. Show us the numbers that say the Assault Dropship kills the most troops, the most vehicles than any other suit, weapon, or vehicle in the game. Show the numbers that say they survive the most damage in the game. Show the numbers that say assault dropships are the most used vehicle in the game.
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 05:06:00 -
[158] - Quote
Vulpes Dolosus wrote:On the plus side, thanks, Ratatti, for fulfilling my request for a more or less viable mCRU Python fit. Though I wish you'd reduce the PG requirement of mCRU by about 11 so that I could actually fit an ADV AB on with max fitting skillsGǪ And to reiterate, reduce mCRU's fitting considerably to make up for the "wasted" defensive slot and change the mCRU skill to reduce spawn time by 10% per level.
So you want the PG to be 4? Nice try
"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
7795
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Posted - 2014.09.23 05:16:00 -
[159] - Quote
Kaeru Nayiri wrote:Nova Knife Optimization:
PG or CPU?
PG
"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
7795
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Posted - 2014.09.23 05:21:00 -
[160] - Quote
zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me.
All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:22:00 -
[161] - Quote
Tesfa Alem wrote:TL;DR Stop balancing off of your rage quitting. Stop backing up your claims with anecdotal B.S. that you say pilots use when we explain in page after page of what happens when we fly. Show us the numbers that say the Assault Dropship kills the most troops, the most vehicles than any other suit, weapon, or vehicle in the game. Show the numbers that say they survive the most damage in the game. Show the numbers that say assault dropships are the most used vehicle in the game.
Feelin your pain my friend but you gotta be a little more patient. This is just the first step of balancing the ADS. Like he said, you can't balance something that has such an extreme bonus. First step is to change its bonus to something reasonable, and also its cost and the cost of its turrets. This way they can be used more often but won't be so overly game changing when they are. They won't be UP, but--for the cost--they might be too hard to keep alive while being aggressive now. If so then they'll buff them in Echo. They have to make these changes in steps. In Delta they're ripping off the bandaid and pouring on the disinfectant, and you're gonna feel it. But they will keep applying more remedies until they get it right.
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:22:00 -
[162] - Quote
CommanderBolt wrote:CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta. Rattati, appreciate you holding your hands up and admitting this is your doing. I could go off on a long rant but that would not be productive. I will just say this. Watch as the popularity of ADS pretty much drops to 0. I rarely see them as it is.
Every mcc battle I played had at least one ADS, hardly scarce.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:28:00 -
[163] - Quote
CCP Rattati wrote:Radec fett wrote:Is the assault CR getting that increased dispersion and damage? Will post the intent of the rifle changes under the Rifles page Noooooooo why not the numbers?? :( |
zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:30:00 -
[164] - Quote
CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier? |
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:35:00 -
[165] - Quote
Kallas Hallytyr wrote:Lonewolf Heavy wrote:Read the notes for Hot fix delta, They are reducing the turn speed on swarms, meaning you can actually dodge them now Wow, a whole 10 degrees And Rattati, one of the biggest reasons people really disliked the Devs before you was because they just did stuff on a whim. If you'd just given us some warning it would've been good. And really, why such a massive swing? I'm not just talking about the huge chunk ripped off the ROF, but you're changing a good half dozen variables at once. Well hell, I might as well throw it out: can you please try flying? You're apparently willing to try the AV side of things, but we have had at least two pilots offer to get you airborne ISK free but you seem unwilling to actually experience what pilots do? Why? I can understand if you've been annoyed recently at the ADS threads, but really a lot of these changes feel, to me, to be pretty witch-hunty. Are ADS changes needed? Sure. But they don't need to be so heavy handed nor so rapid: ADSs are very effective, perhaps overly so in some ways, but they are not so powerful as to ignore everything. You say that ADSs aren't destroyed enough: how much do your statistics tell you about how long pilots have been flying? Which ADSs, in particular, survive too much?
What makes you state that this is done on a whim, I have done my best to explain in detail and facts why we believe these changes are necessary?
Now it's, "it shouldn't be 3%, it should be 5% or even 7%". That 7% proposal never came from the pilots during the multiple Delta threads and discussions. Pretty sure, if the Delta proposal had been 5%, the ADS community would say it should be 7%. We were waiting for counter proposals and they never came, and I understand why, but that's siege mentality, that we as a community could do without.
Simply, the ADS community as a whole, refused completely to take part in the feedback discussions. No give and take.
I would much rather want veteran players come forward and admit that some things need balancing, and that they try to influence the smartest and best ways to do so instead of defending the status quo, tooth and nail.
Someone said, let's see how Delta goes, we will look at the numbers, you collect your feedback and let us know, a single ROF change can be done during any TQ downtime, any workday.
"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
7795
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Posted - 2014.09.23 05:36:00 -
[166] - Quote
zzZaXxx wrote:CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier?
They all have the same range now. Please read this again
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sgt Kirk
Fatal Absolution
7616
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Posted - 2014.09.23 05:41:00 -
[167] - Quote
Reading is fundamental.
Something's wrong when you regret
Things that haven't happened yet
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:45:00 -
[168] - Quote
CCP Rattati wrote:zzZaXxx wrote:CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier? They all have the same range now. Please read this again Whoooooops I'm an idiot. Got it. |
Arkena Wyrnspire
Fatal Absolution
17802
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Posted - 2014.09.23 06:03:00 -
[169] - Quote
I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge.
The forums have ruined me.
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CCP Rattati
C C P C C P Alliance
7798
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Posted - 2014.09.23 06:33:00 -
[170] - Quote
Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge.
We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin.
Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sinboto Simmons
SVER True Blood Public.Disorder.
6367
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Posted - 2014.09.23 06:44:00 -
[171] - Quote
I can't seem to find the release date, revealed yet?
I would imagine soon.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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voidfaction
Nos Nothi
554
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Posted - 2014.09.23 06:48:00 -
[172] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge. We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin. Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal. So much for the Ion charged shot followed by Bolt finisher as a scout ;-(
Thanks for the shorter sieze time.
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 07:00:00 -
[173] - Quote
Sinboto Simmons wrote:I can't seem to find the release date, revealed yet?
I would imagine soon. Hopefully Wednesday. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
549
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Posted - 2014.09.23 07:07:00 -
[174] - Quote
voidfaction wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge. We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin. Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal. So much for the Ion charged shot followed by Bolt finisher as a scout ;-( Thanks for the shorter sieze time.
Bolt pisto headshot then ion pistol charge shot? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1912
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Posted - 2014.09.23 07:26:00 -
[175] - Quote
1. Why have large missiles been changed 'in accordance with projectile changes'? They're explosives, surely?
2. The small blaster buffs look too big, it will just be the same issue as with small rails at present - rapid fire+splash=instantakill even if you miss.
3. Rifles Quote:Multiple small tweaks to parameters noone understands That's informative...
4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second').
5. And finally we get to the sniper rifles. Absurdly OP. As ground-pounding infantry I expect I will be uninstalling when Delta launches. |
Sequal Rise
Les Desanusseurs
70
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Posted - 2014.09.23 07:56:00 -
[176] - Quote
I'm getting tired of reading so many lies from ADS users. You guys are saying "but how will I kill tanks?" Or "How will I transport troops?" Do you want to know how many times I saw a ADS destroying a tank? ONCE. Only once. And I'm playing a lot every day.
Now you think this nerf is abused? Well I dont. I'll tell you why: You have proto turret that can deal 800+ damage in one shot even if you miss it by 3-4 meters, and if it's not enough to kill anyone, the second shot following in a second of time will do the job! This is obviously way too effective for one reason: you can runaway to safe places very fast right after kicking everybody's ass. What would it feels like if my assault suit would have an AB on its ass that makes me fly away from battle right when I start getting shot?
Rattati explained it perfectly, right now it takes at least 2-3 good forge gunners to take down a decent pilot. No matter what you may think, this isn't normal at all. That means that 1 player needs on his own, 3 others to kill him. Don't you see a problem here? It was the same with tanks. It unbalances the whole match! AI can easily kill AV because there are not enough AI in the Av team to get rid of them.
Then some says "But it costs hard!" The assault/logis you OS costs about 250k. They can't OS you.
I know I'm seeing this only from an infantry point of view, but seeing every ADS users whining on their rof decrease while they just wreck everything out is pissing me off.
Sorry for my bad english ^^
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CCP Rattati
C C P C C P Alliance
7808
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Posted - 2014.09.23 08:51:00 -
[177] - Quote
Ryme Intrinseca wrote:1. Why have large missiles been changed 'in accordance with projectile changes'? They're explosives, surely? 2. The small blaster buffs look too big, it will just be the same issue as with small rails at present - rapid fire+splash=instantakill even if you miss. 3. Rifles Quote:Multiple small tweaks to parameters noone understands That's informative... 4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second'). 5. And finally we get to the sniper rifles. Absurdly OP. As ground-pounding infantry I expect I will be uninstalling when Delta launches.
1. Well they are Projectiles, and don't call me Shirley 2. Range vs DPS, Small Rails have twice the range 3. Don't you think 4. You have to factor in the charge-up, I made the same mistake 5. We'll see. I was killed once by a Thale's in the MCC event, a single death to a sniper rifle in 30-40 battles.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Foehammerr
OSG Planetary Operations Covert Intervention
55
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Posted - 2014.09.23 09:03:00 -
[178] - Quote
A few questions and comments from me: -ADS situation As a budding incubus pilot myself I'm not too fond of what happened to my 'Fat Littlebird'. Having low SP set into this suite of skills, I heavily have to rely on afterburner to evade swarms, as even militia ones would get a good amount into my armor. The rof also hurts me the most as I was one of the few who put blasters on my incubus. I try to fly it like littlebirds from battlefield and the high RoF bonus was one of the few saving graces of the fit as the super short range and poor accuracy (or hyper accuracy) coupled with comparitively high falloff made it way more difficult to use co.pared to rails and easy mode win - button missile Launchers (the real issue) . Hopefully the splash will remedy this. The increase in cool down also affect my Grimsnes though the EHP buff will hopefully off set it. I guess I'll drop my ability and put on a mCRU then with my scanner.
-Plasma Cannon As an avid user of it (proficiency 5 fitting optimization 5), I'm cautiously optimistic, though I'm not sure how it'll perform now. I feel like I'll have to relearn how to use it.
Question: does the reduction in price apply to faction turrets as well? Also while this is off topic I figured I might as well ask here with the other stuff swing as though I might get a direct response. I noticed last night that in the Fed Marine loyalty store, the Fed Duvolle AR (not the specialist variant) is no longer in the store. Is there something I am missed?
Lastly, when will we be seeing this?
Rangers Lead The Way!
Beta Vet since 2/5/2013
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CommanderBolt
TerranProtossZerg
1719
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Posted - 2014.09.23 09:11:00 -
[179] - Quote
Foehammerr wrote:A few questions and comments from me:
-Plasma Cannon As an avid user of it (proficiency 5 fitting optimization 5), I'm cautiously optimistic, though I'm not sure how it'll perform now. I feel like I'll have to relearn how to use it.
As a relativly new user of the PLC I started my first week using just the basic cannon with a lack of skills. I then dumped a ton of SP into it and just changing the operation skill from level 1 to level 5 , well it seemed like a whole new toy having the faster charge time.
I fully predict that the 30 ish % speed increase will require a new relearning of the weapon and I look forward to that.
My only issue is I can't for the life of me figure out why randomly the projectile just goes through people without hitting or exploding or anything. Literally my only grip with an otherwise amazingly fun weapon.
Btw foe, you using it with one of your commandos I guess right? How does that go for you?
I use a balls to the wall speed fit scout so I can do run bys with it , I don't feel like I could enjoy the weapon on a slow moving suit.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Jebus McKing
Legio DXIV
665
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Posted - 2014.09.23 09:14:00 -
[180] - Quote
Ryme Intrinseca wrote:4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second').
Currently you can empty a BoP clip in 4.5 seconds. That is one shot per 0.75 sec. This gives the BoP a DPS of ~198 at the moment.
The increased damage per shot from hotfix delta will result in a DPS of ~336, which still is less than any other sidearm (actually ~57 DPS less than the average of the other sidearms) but due its long range the BoP now should be a useful sidearm instead of that joke weapon that it is today.
You have to post numbers and math to be taken seriously. // @JebusMcKing
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