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Foehammerr
OSG Planetary Operations Covert Intervention
55
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Posted - 2014.09.23 09:16:00 -
[181] - Quote
CommanderBolt wrote: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. As a matter of fact, I do. In some cases (I.e. against sicas and Gunnlogis) it is superior to the forge gun. I can't imagine using it on anything other than the GalCom. The reload speed is too good.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Ramux PATAPON
LORD-BRITISH Couedic Lancer And Shields
32
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Posted - 2014.09.23 09:24:00 -
[182] - Quote
Quote:Lower Decloak animation to zero (cloak "nerf")
I cant understand this phrase..
Please tell me about it in detail
Translating DUST News into Japanese.. so quickly like Scout suits.. @FPSholicsDiary
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Foehammerr
OSG Planetary Operations Covert Intervention
55
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Posted - 2014.09.23 09:30:00 -
[183] - Quote
Ramux PATAPON wrote:Quote:Lower Decloak animation to zero (cloak "nerf") I cant understand this phrase.. Please tell me about it in detail It means that there is no animation for decloaking anymore. Similar to how firing a noisy weapon instantly breaks cloak in other games like killzone or Halo iirc.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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iKILLu osborne
Z PLATOON CALDARI STATE PEACEMAKERS
322
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Posted - 2014.09.23 09:41:00 -
[184] - Quote
you better be adding my lp cal scout -_-
on another note glad to see your standing your ground on the changes to come, that shows you have a spine and from that you have earned my respect good sir.
"yeah i fought the redline it took it only 13 seconds....."
fought scotty too but something went wrong
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1912
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Posted - 2014.09.23 10:05:00 -
[185] - Quote
CCP Rattati wrote: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. 1. If you mean projectiles as in they are tagged as projectiles in the game, then it's weird they ever had a different damage profile from CRs etc. If you mean projectiles as in they fire objects through space, that's true of lots of things that don't have projectile damage profiles, like mass drivers. 2. The range is still pretty extreme, not far from the limit of swarm range. 3. Hmmm. 4. Fair enough. 5. Same thing happened with tanks at the end of 2013. The 'powers that be' said 'tanks are so squishy! Radical changes can't possibly make them OP!'. But from the new numbers it was clear that it would be virtually impossible to destroy them with AV, as I and others said at the time. So it proved, and it took six months of QQ and a lot of lost booster sales to finally get them back to a roughly balanced place. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
549
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Posted - 2014.09.23 11:35:00 -
[186] - Quote
CCP Rattati wrote: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.
missiles are projectiles lol? since when? are swarm launchers are projectile weapons too then?
how come the mass driver and and flaylock arent projectiles lol?
can you change swarm launchers into rail weapons? |
Derrith Erador
Fatal Absolution
2680
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Posted - 2014.09.23 12:58:00 -
[187] - Quote
CCP Rattati wrote: 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% or 9%. 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.
The underlined part is kind of where I lost it, Rattati. I have been preaching multiple times about balancing the ADS vs AV.
Made my own thread too.
I even made a thread before the final numbers stating that the AB cooldown is way too high, right here.
It's a little insulting saying the ADS community hasn't put forward any numbers when I've been risking looking more and more like some crazy crackpot (I am, but too much ATM) trying to make ADS decently useful, but not OP.
I'm reasonably certain that you haven't heard much from the ADS community because nobody has seen hide nor hair of Judge, he may have shown himself during MY downtime once midnight rolled around (I fell asleep around page 8, it was midnight over here).
The preacher of Betty White, may her pimp hand guide me.
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Brush Master
Onslaught Inc RISE of LEGION
1300
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Posted - 2014.09.23 13:08:00 -
[188] - Quote
CCP Rattati wrote:Evan Gotabor wrote:Three more question for you Rattati : - are mobile CRU now giving WP ? - are transport WP mechanic being modified, I saw some talks about it, but I don't know of it's wherabout - do you have a capsulier or someone from CCP to who I can sent the link of our last PC game against Vengeance Unbound (unlisted on youtube) ? This way, you might see what is the true job of an incubus rail pilot. In the worst case, I will send it to you ingame as soon as I have access to my Eve account. nope no, not right now, but 100% on the table send it to [email protected]
Well glad it's still on the table but it's been there for the last 2 years but the question is, can the problems with it be solved? I've talked with devs and cpm over many generations of the CCP teams and it always seems to be tabled due to the complexity of how the mCRU came to be and how it is totally different from uplinks. mCRU still has bugs like it not appearing for players for extended periods of time, a long standing bug. I believe a support dropship pilot is the least rewarded role in the game as far as WP and the transport reward is far too low for the risk it entails to land for picking up troops.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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CCP Rattati
C C P C C P Alliance
7836
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Posted - 2014.09.23 13:21:00 -
[189] - Quote
Brush Master wrote:CCP Rattati wrote:Evan Gotabor wrote:Three more question for you Rattati : - are mobile CRU now giving WP ? - are transport WP mechanic being modified, I saw some talks about it, but I don't know of it's wherabout - do you have a capsulier or someone from CCP to who I can sent the link of our last PC game against Vengeance Unbound (unlisted on youtube) ? This way, you might see what is the true job of an incubus rail pilot. In the worst case, I will send it to you ingame as soon as I have access to my Eve account. nope no, not right now, but 100% on the table send it to [email protected] Well glad it's still on the table but it's been there for the last 2 years but the question is, can the problems with it be solved? I've talked with devs and cpm over many generations of the CCP teams and it always seems to be tabled due to the complexity of how the mCRU came to be and how it is totally different from uplinks. mCRU still has bugs like it not appearing for players for extended periods of time, a long standing bug. I believe a support dropship pilot is the least rewarded role in the game as far as WP and the transport reward is far too low for the risk it entails to land for picking up troops.
And it still is a problem, exactly as you describe. The mCRU is not an uplink and has none of the programmable attributes uplinks have. It was a shortcut hackjob back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Bright Cloud
Namtar Elite Gallente Federation
326
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Posted - 2014.09.23 13:23:00 -
[190] - Quote
For those who are unfamiliar with Caldari technology:
On eve caldari missiles are dealing mainly kinetic damage. And i think thats why he pchanged the damage profile to be more in line with eve. Ah well splash damage on large missiles was pitifull to begin with.
Bright is the opposite of dark! Who would have thought of that?!
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Harpyja
Legio DXIV
2191
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Posted - 2014.09.23 13:35:00 -
[191] - Quote
CCP Rattati wrote: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. Rattati, come on. I think we all know that missiles are explosive, not projectile. If you call them projectile, then where's the splash damage and radius on combat rifles??
Missiles are explosive and should be -20/+20 to shield/armor.
"By His light, and His will"- The Scriptures, 12:32
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CCP Rattati
C C P C C P Alliance
7841
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Posted - 2014.09.23 14:06:00 -
[192] - Quote
Derrith Erador wrote:CCP Rattati wrote: 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% or 9%. 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.
The underlined part is kind of where I lost it, Rattati. I have been preaching multiple times about balancing the ADS vs AV. Made my own thread too.I even made a thread before the final numbers stating that the AB cooldown is way too high, right here.It's a little insulting saying the ADS community hasn't put forward any numbers when I've been risking looking more and more like some crazy crackpot (I am, but too much ATM) trying to make ADS decently useful, but not OP. I'm reasonably certain that you haven't heard much from the ADS community because nobody has seen hide nor hair of Judge, he may have shown himself during MY downtime once midnight rolled around (I fell asleep around page 8, it was midnight over here).
I read both of those threads when they were written, and took note of them. I was actually missing facts from those threads to influence any decision. We truly want ADS's to be a vibrant part of the battle, just not at the cost of everyone else's happiness. That's why after Delta it will be harder to pop tanks, and sometimes an ADS will have to flee and wait 26 seconds to come back. That's the long and short 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
7841
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Posted - 2014.09.23 14:08:00 -
[193] - Quote
Harpyja wrote:CCP Rattati wrote: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. Rattati, come on. I think we all know that missiles are explosive, not projectile. If you call them projectile, then where's the splash damage and radius on combat rifles?? Missiles are explosive and should be -20/+20 to shield/armor. Edit: to the poster above, yes Caldari favor kinetic missiles, but there are also thermal, EM, and explosive missiles. In Dust, missiles have always been explosive (though I really want ammo types so I can have EM missiles in addition to my explosive missiles).
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sanguine 27
Nyain Chan General Tso's Alliance
24
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Posted - 2014.09.23 14:22:00 -
[194] - Quote
CCP Rattati wrote:Ryme Intrinseca wrote:
5. And finally we get to the sniper rifles. Absurdly OP. As ground-pounding infantry I expect I will be uninstalling when Delta launches.
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.
May I add that a reason why you get killed by sniper rifles so little, may be to do with the weapons zoom. Personally I think the magnification is too great, which causes it to be incredibly unruly if a target is at a range of 100-150 meters. The situation is made worse if the target has seen you and returns fires, as your unable to side strafe like your opponent due to scope sway. This may be one of the reasons why it's mostly only used as a redline weapon, unlike (dare I say this here) Call of Duty or Battlefield where sniper rifles are used up close as well as at long range.
I know the sniper rifles are getting a zoom nerf from 18 to 15, but this still doesn't seem like enough of a decrease. Also I'd like to see the Tactical variants has less zoom than the standard rifles, as the name 'tactical' sniper rifle suggests it should be used at closer ranges. The proposed clip size and max ammo changes corresponds with this.
Why do I have a signature, I don't even post that often
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Sequal Rise
Les Desanusseurs
71
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Posted - 2014.09.23 14:52:00 -
[195] - 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 Where is it??? :3
Sorry for my bad english ^^
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Evan Gotabor
Prima Gallicus
86
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Posted - 2014.09.23 15:00:00 -
[196] - Quote
CCP Rattati wrote:Brush Master wrote:CCP Rattati wrote:Evan Gotabor wrote:Three more question for you Rattati : - are mobile CRU now giving WP ? - are transport WP mechanic being modified, I saw some talks about it, but I don't know of it's wherabout - do you have a capsulier or someone from CCP to who I can sent the link of our last PC game against Vengeance Unbound (unlisted on youtube) ? This way, you might see what is the true job of an incubus rail pilot. In the worst case, I will send it to you ingame as soon as I have access to my Eve account. nope no, not right now, but 100% on the table send it to [email protected] Well glad it's still on the table but it's been there for the last 2 years but the question is, can the problems with it be solved? I've talked with devs and cpm over many generations of the CCP teams and it always seems to be tabled due to the complexity of how the mCRU came to be and how it is totally different from uplinks. mCRU still has bugs like it not appearing for players for extended periods of time, a long standing bug. I believe a support dropship pilot is the least rewarded role in the game as far as WP and the transport reward is far too low for the risk it entails to land for picking up troops. And it still is a problem, exactly as you describe. The mCRU is not an uplink and has none of the programmable attributes uplinks have. It was a shortcut hackjob back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc?
The transport bonus WP is interesting only if you play with a full squad (and a good one). If I'm correct, the current transport reward is : 10% of the WP players do on 60 seconds after they are dropped, on the condition they have been transported over at least 100m. The problem with it, it is that it heavily depend on the people you transport. You can do over 50 or 60 WP with a good squad, and between 0 and 20 WP with random guys. The risk vs reward (both in WP and ISK) is not interesting (swarms, forges, tanks, ADS, PLC, flaylock, unloaded textures etc.), even if the gameplay is truly rewarding and interesting. The basic mechanic as it is designed is pretty good and shouldn't be touch. However, it could be interesting to put the percentage of WP to 20% ; if we have that, WP for mCRU AND advanced/prototype mCRU (I know I'm asking a lot), Myron and Grimsnes will become great tacticals asset for their team. Tacticals assets that both pilots and infantry and AV will enjoy.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Derrith Erador
Fatal Absolution
2682
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Posted - 2014.09.23 15:03:00 -
[197] - Quote
CCP Rattati wrote:Derrith Erador wrote:CCP Rattati wrote: 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% or 9%. 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.
The underlined part is kind of where I lost it, Rattati. I have been preaching multiple times about balancing the ADS vs AV. Made my own thread too.I even made a thread before the final numbers stating that the AB cooldown is way too high, right here.It's a little insulting saying the ADS community hasn't put forward any numbers when I've been risking looking more and more like some crazy crackpot (I am, but too much ATM) trying to make ADS decently useful, but not OP. I'm reasonably certain that you haven't heard much from the ADS community because nobody has seen hide nor hair of Judge, he may have shown himself during MY downtime once midnight rolled around (I fell asleep around page 8, it was midnight over here). I read both of those threads when they were written, and took note of them. I was actually missing facts from those threads to influence any decision. We truly want ADS's to be a vibrant part of the battle, just not at the cost of everyone else's happiness. That's why after Delta it will be harder to pop tanks, and sometimes an ADS will have to flee and wait 26 seconds to come back. That's the long and short of it. Well, at least it is now known that I haven't shut up about this.
I've already made my opinion known that recharge and ROF are going to be over-nerfed, but currently restating that was rather useless of me. There is also another issue you're not seeing, it is the fact that with the current flight ceiling, your AB recharge time won't matter to most KD padding pilots. I once decided to test out for kicks and giggles just how far up I could fly once in a PC. I looked down on a bridge map while making my descent and the null cannon on it registered as 600+ meters away, mind you I was directly above it.
One more thing, on your spreadsheets, on the small missiles, the Proposed changes have not shown changes, they're the exact same from the original, despite having -30 and -15 on them.
The preacher of Betty White, may her pimp hand guide me.
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Evan Gotabor
Prima Gallicus
86
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Posted - 2014.09.23 15:04:00 -
[198] - Quote
CCP Rattati wrote: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% or 9%. 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.
Personaly, I stopped suggesting things after you show me you were decided to reduce the dropship ISK cost (but I find it logic now that the patch-notes is released). Anyway, you already have my opinion on vehicles. Beetween the number of vehicles, modules and the skills that are more or less useless (I mainly target turret proficiency in that case), the vehicles in their current state are broken. They will need a complete rework in order to be released in Legion. And even if I only speak for myself, I'm pretty sure that many pilots are ready to work with you to do that. You can use the stick and force us to do it your way, and that is your right. But remember that the stick alone is not a solution. A proper rewerd (even a long term one) will always be see with a good eye by everyone.
About ROF, I still think that on the short term, you should change the racial dropship operation. As an exemple, give an overheat bonus to the gallente and more missiles on the Python magasine. Wouldn't this solve the gunner stacking ROF, while giving the impression to pilots who put level 4 or 5 on those skills that they did it for a good reason ?
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Radec fett
2
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Posted - 2014.09.23 15:17:00 -
[199] - Quote
And it still is a problem, exactly as you describe. The mCRU is not an uplink and has none of the programmable attributes uplinks have. It was a shortcut hackjob back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc?[/quote]
U should give wp for spawns instead of distance traveled. I also think there should be adv. and pro mCRU, basic having a spawn timer of 20 sec, (should u implement them -->) adv. 15 sec, and pro. 10 sec. Keep in mind that the mCRU has unlimited spawns, the long spawn time in comparison with uplinks is to counter the unlimited spawn count. Now we just need to find out what to implement to keep blueberrys from camping inside the dropship
Im a proud minmatar scout, ill cut u down with my knife or throw an RE , one way or another i will assassinate u...
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CCP Rattati
C C P C C P Alliance
7858
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Posted - 2014.09.23 15:23:00 -
[200] - Quote
Evan Gotabor wrote:CCP Rattati wrote: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% or 9%. 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. Personaly, I stopped suggesting things after you show me you were decided to reduce the dropship ISK cost (but I find it logic now that the patch-notes is released). Anyway, you already have my opinion on vehicles. Beetween the number of vehicles, modules and the skills that are more or less useless (I mainly target turret proficiency in that case), the vehicles in their current state are broken. They will need a complete rework in order to be released in Legion. And even if I only speak for myself, I'm pretty sure that many pilots are ready to work with you to do that. You can use the stick and force us to do it your way, and that is your right. But remember that the stick alone is not a solution. A proper rewerd (even a long term one) will always be see with a good eye by everyone. About ROF, I still think that on the short term, you should change the racial dropship operation. As an exemple, give an overheat bonus to the gallente and more missiles on the Python magasine. Wouldn't this solve the gunner stacking ROF, while giving the impression to pilots who put level 4 or 5 on those skills that they did it for a good reason ?
I think we are all excited about the prospect of looking at the whole vehicle landscape holistically.Make more modules viable and reintroduce others.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
792
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Posted - 2014.09.23 15:26:00 -
[201] - Quote
CCP Rattati wrote: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?
I said that because it came essentially out of the blue after a throwaway comment in one thread.
CCP Rattati wrote: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% or 9%. 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.
Right...
Yes it's now, " it shouldn't be that enormous of a drop" because it is out of blue. Most of your changes have been reasonable and part of that is because they're relatively restrained - cutting the bonus by 70% is pretty extreme. What other changes made that jump?
Now, to the point: a ROF reduction is a big drop in DPS. What is the purpose of the ADS? Is it a transport? Is it a gunship? Is it a mash-up? What role is it to perform, especially if it is to keep the ROF bonus but in a largely gimped form - ground attack? Well, the ROF was part and parcel of being an effective slayer. Transport? Well, isn't that the whole point of the Grimsnes/Myron?
Now, people primarily have an issue with the Python, right, because it murders infantry very effectively? Well, what about the Incubus? It's primary role was being a vehicle hunter, using the small railgun (because the small blaster has generally been terrible, and even buffed is difficult to use vs infantry on the Incubus) but with both the ADS and the small rail ROF nerfs, the Incubus is barely more effective after 2+ million SP than the unskilled baseline.
Charlie Particle Cannon DPS Standard/Max Skills Base damage: 434.2/477.62 Base DPS: 868.4/1432.86 Shield DPS: 668.668/1103.3022 (77% efficacy) Armour DPS: 590.512/974.3448 (68% efficacy)
Charlie numbers are too disparate, fine, and with the fix to profile, that's good.
Delta Particle Cannon DPS Standard ROF 92; Incubus 5 ROF 105.8 Standard/Max Skills Base DPS: 665.773333/842.203267 Shield DPS: 599.156/747.98294 (90% efficacy) Armour DPS: 721.350666/926.423594 (110% efficacy)
Standard: Base: 868.4 drops to 665.8; 21.5% reduction in DPS Shield: 668.7 drops to 599.1; 10.3% reduction in DPS Armour: 590.5 increases to 721.3; 22.1% increase in DPS
Incubus Base: 1432.9 drops to 842.2; 41.2% reduction in DPS Shield: 1103.3 drops to 748; 22.2% reduction in DPS Armour: 974.3 drops to 926.4; 4.9% reduction in DPS.
I hope that that is intelligible. The point is that the Incubus needs the ROF to be a dangerous threat to vehicles. At 842.2 DPS with max skills the Incubus is only slightly more of a threat to a vehicle than a LAV mounted small railgun. Thing is, the Incubus with small rail is viable because it can hunt otherwise very tough vehicles and keep them in check; a blaster Incubus is nonexistent pre-Delta, hopefully it will actually be useful in Delta, but then that's also leaning towards what people dislike about the Python.
CCP Rattati wrote: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.
No offence, but you've essentially just been labeling any pilot feedback as reactionary and wanting to protect the status quo. What can we say except, "No please, I don't want to survive a single MLT Swarm Missile! Please make it so fitting an afterburner costs so much I cannot fit turrets!"? What feedback you've received is that pilots are worried that you'll be making them impotent in their chosen profession; AV is powerful already and mobility is the primary defence of an ADS and Delta is introducing a threefold ADS/AV alteration - this is worrisome because nobody wants to have their favourite thing mad useless and we've already had one period of insignificance (1.6 and the 400m Swarms)
So really, it is reactionary, because we are not nearly as tough as made out to be. That MinScout who you can never get a bead on and keeps coming back to knife you? Yeah, he spent ages honing his skills getting permascanned and now has a balanced arena in which to hunt. That ADS pilot who constantly gets a kill or two while screaming across at top speed? Honed their skills when just showing your face would have had three people in the redline lock-on and launch volleys that would knock you below half HP.
Yes, let's see what happens in Delta, but really can you stop demonizing ADS pilots?
Alt of Halla Murr.
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poison Diego
Vengeance Unbound Dark Taboo
431
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Posted - 2014.09.23 15:50:00 -
[202] - 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 RDV 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.
Where can I see those damage profile changes?
I want my ADS SP back so I can get more proficiency in the shotgunn to kill every single f*ck I see using swarmlauncher
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poison Diego
Vengeance Unbound Dark Taboo
431
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Posted - 2014.09.23 16:14:00 -
[203] - Quote
Kallas Hallytyr wrote:CCP Rattati wrote: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? I said that because it came essentially out of the blue after a throwaway comment in one thread. CCP Rattati wrote: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% or 9%. 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. Right... Yes it's now, " it shouldn't be that enormous of a drop" because it is out of blue. Most of your changes have been reasonable and part of that is because they're relatively restrained - cutting the bonus by 70% is pretty extreme. What other changes made that jump? Now, to the point: a ROF reduction is a big drop in DPS. What is the purpose of the ADS? Is it a transport? Is it a gunship? Is it a mash-up? What role is it to perform, especially if it is to keep the ROF bonus but in a largely gimped form - ground attack? Well, the ROF was part and parcel of being an effective slayer. Transport? Well, isn't that the whole point of the Grimsnes/Myron? Now, people primarily have an issue with the Python, right, because it murders infantry very effectively? Well, what about the Incubus? It's primary role was being a vehicle hunter, using the small railgun (because the small blaster has generally been terrible, and even buffed is difficult to use vs infantry on the Incubus) but with both the ADS and the small rail ROF nerfs, the Incubus is barely more effective after 2+ million SP than the unskilled baseline. Charlie Particle Cannon DPS Standard/Max Skills Base damage: 434.2/477.62 Base DPS: 868.4/1432.86 Shield DPS: 668.668/1103.3022 (77% efficacy) Armour DPS: 590.512/974.3448 (68% efficacy) Charlie numbers are too disparate, fine, and with the fix to profile, that's good. Delta Particle Cannon DPS Standard ROF 92; Incubus 5 ROF 105.8 Standard/Max Skills Base DPS: 665.773333/842.203267 Shield DPS: 599.156/747.98294 (90% efficacy) Armour DPS: 721.350666/926.423594 (110% efficacy) Standard: Base: 868.4 drops to 665.8; 21.5% reduction in DPS Shield: 668.7 drops to 599.1; 10.3% reduction in DPS Armour: 590.5 increases to 721.3; 22.1% increase in DPS Incubus Base: 1432.9 drops to 842.2; 41.2% reduction in DPS Shield: 1103.3 drops to 748; 22.2% reduction in DPS Armour: 974.3 drops to 926.4; 4.9% reduction in DPS. I hope that that is intelligible. The point is that the Incubus needs the ROF to be a dangerous threat to vehicles. At 842.2 DPS with max skills the Incubus is only slightly more of a threat to a vehicle than a LAV mounted small railgun. Thing is, the Incubus with small rail is viable because it can hunt otherwise very tough vehicles and keep them in check; a blaster Incubus is nonexistent pre-Delta, hopefully it will actually be useful in Delta, but then that's also leaning towards what people dislike about the Python. CCP Rattati wrote: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. No offence, but you've essentially just been labeling any pilot feedback as reactionary and wanting to protect the status quo. What can we say except, "No please, I don't want to survive a single MLT Swarm Missile! Please make it so fitting an afterburner costs so much I cannot fit turrets!"? What feedback you've received is that pilots are worried that you'll be making them impotent in their chosen profession; AV is powerful already and mobility is the primary defence of an ADS and Delta is introducing a threefold ADS/AV alteration - this is worrisome because nobody wants to have their favourite thing mad useless and we've already had one period of insignificance (1.6 and the 400m Swarms) So really, it is reactionary, because we are not nearly as tough as made out to be. That MinScout who you can never get a bead on and keeps coming back to knife you? Yeah, he spent ages honing his skills getting permascanned and now has a balanced arena in which to hunt. That ADS pilot who constantly gets a kill or two while screaming across at top speed? Honed their skills when just showing your face would have had three people in the redline lock-on and launch volleys that would knock you below half HP. Yes, let's see what happens in Delta, but really can you stop demonizing ADS pilots?
Yep absolutely agreed, nobody says he wants his favourite role nerfed. This kind of explains, so this was a punishment? Does this mean you might be reducing the DPS of the CR, RR and SCR by 70% in the near future? Because its OP and the users dont want to admit it and you are going to punish them for it?
Rattati, it is like we have done something to you. Most of the time you answer a proposal from an ADS pilot it is with hostility. You paint us all as major assholes and and talk to us accordingly
This nerf is to much, to paralyzing thats my response. Since it seams like this is actually going to happen my proposal would be 5% per lvl then....
I give up
R.I.P ADS
getting more proficiency in the shotgun so I can kill every single f*ck I see using swarmlauncher
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XxGhazbaranxX
Eternal Beings Dark Taboo
1710
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Posted - 2014.09.23 17:10:00 -
[204] - Quote
CCP Rattati wrote: ... back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc?
Transport Warpoints would be good if the percentage would increase the farther you take your troops. So for example at some point you get a maximum of 50% their warpoints??? In this fashion you could very well have a dedicated transport pilot that feels achieved as well as pertinent to the teams WP score?
Plasma Cannon Advocate
Dust 514 Survivor
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Doyle Reese
OSG Planetary Operations Covert Intervention
514
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Posted - 2014.09.23 17:39:00 -
[205] - Quote
CCP Rattati wrote:Brush Master wrote:CCP Rattati wrote:Evan Gotabor wrote:Three more question for you Rattati : - are mobile CRU now giving WP ? - are transport WP mechanic being modified, I saw some talks about it, but I don't know of it's wherabout - do you have a capsulier or someone from CCP to who I can sent the link of our last PC game against Vengeance Unbound (unlisted on youtube) ? This way, you might see what is the true job of an incubus rail pilot. In the worst case, I will send it to you ingame as soon as I have access to my Eve account. nope no, not right now, but 100% on the table send it to [email protected] Well glad it's still on the table but it's been there for the last 2 years but the question is, can the problems with it be solved? I've talked with devs and cpm over many generations of the CCP teams and it always seems to be tabled due to the complexity of how the mCRU came to be and how it is totally different from uplinks. mCRU still has bugs like it not appearing for players for extended periods of time, a long standing bug. I believe a support dropship pilot is the least rewarded role in the game as far as WP and the transport reward is far too low for the risk it entails to land for picking up troops. And it still is a problem, exactly as you describe. The mCRU is not an uplink and has none of the programmable attributes uplinks have. It was a shortcut hackjob back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc?
I believe mCRUs are coded to be like a skirmish objective |
Bright Cloud
Namtar Elite Gallente Federation
329
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Posted - 2014.09.23 17:49:00 -
[206] - Quote
You could buff the transport WP quite simple: -extend the time where the passangers can earn WP for you to 2minutes -get rid of the minimum transport distance (from 200m to 0m or -1m) so that people that spawned on the CRU close to a objective are eligable for WP -increase WP reward to 75%
Its reasonable cause the pilot itself cannot attack any 1 and hes responsable to transport his team and provide a mobile spawnpoint to keep help attacking objectives. And if we are at it there is a bug where the mCRU is not visible. The workaround is that you either need to bleedout or select a other spawnpoint and then cancel deployment. Then the mCRU becomes avaible as spawnpoint.
Bright is the opposite of dark! Who would have thought of that?!
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Adipem Nothi
Nos Nothi
5158
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Posted - 2014.09.23 18:01:00 -
[207] - Quote
@ Poison Diego
You are mistaken.
Most recently, in the cases of both Scouts and Heavies, community members have stepped forward to point out specific instances of suspected imbalance and to propose means of correction.
Following 1.7, True Adamance and a handful of other dedicated pilots proposed buffs to overly nerfed swarms and nerfs to overly buffed HAVs.
Even in the current case of the ADS, both Derrith and Kallas have been forthcoming as to the basis of over performance from their perspectives as pilots. and for the most part reasonable in their interactions with AVers.
You've presumed the community to be purely self-serving to the point of being dishonest, which is not the case. We are not all Takis and Spkrs.
Shoot scout with yes.
- Ripley Riley
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XxGhazbaranxX
Eternal Beings Dark Taboo
1710
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Posted - 2014.09.23 18:41:00 -
[208] - Quote
ORIGINAL POST
XxGhazbaranxX wrote:...This is to say that even though I do not agree with the changes I would have fully supported them if they had been done in an ordered manner instead of the nerf hammer that has failed CCP countless times when it comes to balancing. As it stands it seem the changes will come out and I hope CCP takes a good look at usage scenarios and not simple usage amounts since this change will not affect missile incubus users which are the majority because of how difficult small rails are to use and how badly blaster perform on ADSs. After these changes I hope CCP uses the balancing scalpel instead of the nerf hammer.
XxGhazbaranxX wrote:GENERAL the ADS had enough isk/sp barriers to actually warrant such a high bonuses. Apart from that the thing that really broke the game wasn't even the fact that it existed, the fact was that so much isk was currently in the game because of poor Planetary conquest decision (that were fixed waaaay too late) that many players could abuse the use of vehicles in general. Where the regular player could afford to lose one every 2 to 3 matches maybe more depending on the fit these people did not have that need and could simply spam them giving much grief to other players and creating a horrible game experience. Matchmaking was also a big factor (resolved) in which you could have 2 full squads in one team and no squads in the other, one abusing vehicles and the other team proverbially taking it like a pornstar. POWER RATIOS If it's power that many people where afraid or pissed off about, the should only need look to the fit of the month players who regularly get 20+ kills on a regular basis, a very conservative number since many passed the 30 and 40 mark, without having to use an ADS. SO power level was in fact balanced since at such a high isk/sp barrier your performance was akin to that of a mercenary on the ground. GUNNERS On the other hand, when talking about gunners, people could only say it's a bug but the evidence in the code changes demonstrate that skill stacking has always existed and there was even an active choice as to what skills stacked and which didn't. To this I bring the example of ammo capacity and proficiency. ammo capacity stacks and proficiency doesn't. I would like everyone to know that this paragraph isn't merely defending the status quo of maintaining what many forum warrior believed to be an unbalanced mechanic but the simple fact is that there where many barriers and balancing aspects to the whole pilot gunner dynamic that the regular joe simply did not want to fuss over. For example I was a dedicated pilot and had a dedicated gunner with both of us maxed skills. We would kill tanks very easily because they were not specced or skillfult. when a skilled tank came one would ussually have trouble taking it out since they knew how to move and what to do. The same thing goes for infantry. A good infantryman could simply avoid spotc where the ship could attack and consequently avoid damage altogether. Forge gunners could simply deny everything on the map, since thy could hit you before you could hit or find them. Against ADS and vehicles in general I would use a breach forge and my buddy would use an assault foge and we would destroy vehicles in no time. It was al about the regular player not wanting to waste time and think about what they could do to actually make a difference. Run and gunn is the only mindset most have. GUNNER/PILOT ENTRY BARRIERS as many people know it takes about 2.4 million skillpoints to max out the racial ads skill. Not to mention the prerequisites of actually getting to this skill. Lets say a total of 3 million per character pilot and gunner to have this power level. Add about 5 extra million minimum for the pilot since they have to have the fitting skills maxed out to be able to actually be effective with his ship you have a total of about 11 million skill points base for a good ads gunner duo. Now, realistically a pilot gunner duo would have to spend 500k minimum on a dropship. Thats 250k per player (same as a proto suit) for similar advantages. RESULTS In my experience with the pilot/gunner combo the average kills per match were 30 for the gunner and usually none for the pilot since my focus was positioning and staying in the air. If you divide 30 kill by 2, remember its a two man team and one person cannot be attributed all the glory, the average kills per person in said dropship is 15 which is by far overpowered. Now for the sake of argument lets say they average 50 kills per match, that would still equate to 25 kills per player in the ads which is well withing the boundaries of top players using FoTM or their weapon of choice for the isk/sp ratio. VERSUS VEHICLES Versus vehicle both ships had their potential as solo boats and an exponential increase n damage with a gunner. This exponential increase though did not mean isnta wins. Intelligent vehicle users did know how to avoid damage and the less experienced or skill(sp) ones lost as is the case in most situations that involve sp/isk investment. OTHER THOUGHTS The ADS changes go too far. In games you mostly saw an ads every 2 or 3 matches and even if you see one every match it's relatively easy for one person to keep it away from the action. I myself can 2 shot a python with my PLC and commando and anyone who has tried hitting an ads with a PLC knows how difficult it is... .
Plasma Cannon Advocate
Dust 514 Survivor
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Stefan Stahl
Seituoda Taskforce Command
745
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Posted - 2014.09.23 19:20:00 -
[209] - Quote
CCP Rattati wrote:And it still is a problem, exactly as you describe. The mCRU is not an uplink and has none of the programmable attributes uplinks have. It was a shortcut hackjob back then and the only remedy we have is the transport bonus WP. Is that WP system salvageable in your opinion, if we play with those parameters, distance traveled, duration, etc? I enjoy the transport assist system because it only rewards you if you drop people in useful places. That makes much more sense than farming +25 WP for every mlt sniper that spawns at the back uplink you placed at the home-point.
I have no idea how this works on your side of the interface, but my ideal system would work like this: - Transport assists are granted up to 1 minute after deployment. - Transport assists always apply to people who spawned at mCRU, or if transported more than 100 meters. - Transport assist ratio is 100%. - Transport assists are capped at 25 WP per costumer.
In effect it's basically like the uplink bonus, on the condition that you can only get WPs if the costumer earns those WPs for you. This also means it can't be farmed any more than uplinks can.
Failing that I think a 25% WP assist ratio would still work under the current ruleset. This means the pilot earns as many WPs as a typical infantryman if he drops 4 people per delivery. This is harder to farm than a reptool is since you need to coordinate 7 people for maximum reward, which is most likely still less than the reptool would provide.
But make sure you take a look at how long the transport assist applies. At times I get transport assists for half a match from a single person. I think it's supposed to be a minute. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
30
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Posted - 2014.09.23 19:43:00 -
[210] - Quote
Stefan Stahl wrote: [...] But make sure you take a look at how long the transport assist applies. At times I get transport assists for half a match from a single person. I think it's supposed to be a minute.
How about long enough to make sure there is time to clear the area and get points for hacking? If it needs to finish uploading it may not be in time for the pilot to get any cut. Just a thought really. |
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