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Thread Statistics | Show CCP posts - 35 post(s) |
Gabriella Grey
THE HANDS OF DEATH
148
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Posted - 2014.09.24 05:54:00 -
[241] - Quote
CCP Rattati wrote:[quote=Kallas Hallytyr][quote=Lonewolf Heavy]Read the notes for Hot fix delta, They are reducing the turn
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.
Since beta dropships have been in a very bad place Rattati. On many aspects across the game they were deemed useless by the majority of the game. Dropships have never been in a balanced position with vehicles and AV before December of last year. Average players do not realize the amount of coordination it takes to fly a dropship and keep it in the air. CCP created it to be a team vehicle, and that is exactly how it is used. The dropship's communities concern to small turret changes could very well off balance dropships with HAV's. As it stands Missile and Blaster installations are already lethal to dropships, along with other factors that can eliminate them. Dropship PG and CPU numbers and usage is halfway done for the ADS. The 3:1/1:3 module layout is already a huge hinderance. If passive modules, like the torque modules, ever make a return they will not be used. Modules like light shield extenders, light armor plates, light shield boosters, are not serving their roles. There is too much of a need for pilots to stack HAV shielding and HAV-like armor repair fittings in hope to keep from being killed so easily. Small turrets work completely different on a dropship than they do on ground vehicles, which makes them have drawbacks that if the turret was mounted on a ground vehicle it would not have any drawbacks. Regular dropships have the issue that they are too easy to destroy by AV and vehicles. There are tons of forum post by pilots on fixes by many veteran players that are still around and some that are no longer around, but many of them are all the same exact request, and ideas in multiple threads, though the pilot community has rarely been recognized by CCP. I sincerely hope these changes work well and dropships are not put back into the time when they were nothing but something to shoot at by enemy players. Looking back on those times as probably one of the first to fly a prometheus in chromosome, those weren't fun times for dropships. On the bright side you did say if it doesn't work it's nothing for us to change it or adjust things according which does show promising that you are not trying to make our dropship addictions go up in a puff of smoke. So the dropship community should really hold out on the tar and feather routine until the changes have been made and used. Rattati isn't a CCP Blam, or any other Dev that worked on balancing before. Out of the few Devs that play online, that alone should at least say, "Hey! Let us see how different this will be," and not judge him based on previous results that were not sanctioned by him.
Always Grey Skies
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CCP Rattati
C C P C C P Alliance
7917
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Posted - 2014.09.24 06:10:00 -
[242] - Quote
So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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XxGhazbaranxX
Eternal Beings Dark Taboo
1718
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Posted - 2014.09.24 06:32:00 -
[243] - Quote
CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets?
I personally will use it to fit a higher tier AB. After the changes those will be needed. The cooldown time are realllllyyyy high but I guess we will adapt.
Plasma Cannon Advocate
Dust 514 Survivor
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Gabriella Grey
THE HANDS OF DEATH
149
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Posted - 2014.09.24 06:37:00 -
[244] - Quote
XxGhazbaranxX wrote:CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? I personally will use it to fit a higher tier AB. After the changes those will be needed. The cooldown time are realllllyyyy high but I guess we will adapt.
May have to make some fittings like that too! But I mainly only use the afterburner in emergency cases, to where I need speed. I personally like to have more people sitting in my dropships so even if the gun is never used it's still nice to be able to transport 3 rather than 2 at the moment.
Always Grey Skies
Leader of the Alpaca Commandos
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MINA Longstrike
Kirjuun Heiian
1319
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Posted - 2014.09.24 06:42:00 -
[245] - Quote
CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets?
I likely wont, as I don't see any real point to flying anymore.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Evan Gotabor
Prima Gallicus
89
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Posted - 2014.09.24 09:20:00 -
[246] - Quote
CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? I promise to my corpmates a long time ago that I would give them a coffee maker. I hope I will gain enough PG/CPU to put in in every dropships I have.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Kevall Longstride
DUST University Ivy League
1693
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Posted - 2014.09.24 10:31:00 -
[247] - Quote
It constantly amazes me just how passionate players are for a 'dying' game.
I'm not the balance guy in the CPM, freely admit to that. I can't theroycraft like Judge, IWS and the others. But I do understand stats, percentages and win/loss ratio's. It's part of my job as a betting shop manager. And I can tell you that nothing in the numbers and changes for delta was done on a whim and all had a reason, some had very specific reasons.
There has been a lot of discussion and interaction between the CPM and CCP in regard to Delta, far more so than in the past from what I'm told. It's been something of an eye opener for me as well in regard to what is tracked by Rattati and the team in Shanghai. It's quite the nirvana for a confessed stat ***** like myself.
I don't want to trawl through the whole thread for specific instances but there are a lot of posts presenting as evidence, purely anecdotal assertions that are completely unsupported by the stats and figures coming from Tranquility. Thats not to say it's being ignored or brushed aside but when hard data contradicts anecdotal evidence, data will win.
Once delta is deployed, close attention will be paid to the new data for anything that's unexpected and don't forget, the beauty of the Hotfix process is that nothing is changed that can't be easily altered or tweaked during a DT or the next hotfix.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Zindorak
1.U.P
940
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Posted - 2014.09.24 11:25:00 -
[248] - Quote
MINA Longstrike wrote:CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? I likely wont, as I don't see any real point to flying anymore. me too probably. Good thing i only was starting to skill up ADS
Pokemon master!
I suck at Tekken lol
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Echo 1991
WarRavens Capital Punishment.
442
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Posted - 2014.09.24 11:43:00 -
[249] - Quote
Echo 1991 wrote:Would really like to know if the ion pistol fitting optimisation is gonna change to a pg reduction. Cos I don't want wasted SP Come on rattati, I must know D: |
Bright Cloud
Namtar Elite Gallente Federation
333
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Posted - 2014.09.24 11:51:00 -
[250] - Quote
CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? Not at all cause i still go for a complex 120mm plate and complex small repper with a PG upgrade, AB and a single turret infront. And if we are allready talking turrets did you at least scrapped the 30% direct hit damage on small rails? Cause i cant find anything about that.
Bright is the opposite of dark! Who would have thought of that?!
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Derrith Erador
Fatal Absolution
2690
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Posted - 2014.09.24 12:13:00 -
[251] - Quote
Zindorak wrote:MINA Longstrike wrote:CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? I likely wont, as I don't see any real point to flying anymore. me too probably. Good thing i only was starting to skill up ADS The hell I will. ADS and Amarrican assault were the two things I ever enjoyed in this game. I'll be damned if I'm going to quit over that.
But even still, yeah, nerfs were too high.
The preacher of Betty White, may her pimp hand guide me.
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Fox Gaden
Immortal Guides
4332
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Posted - 2014.09.24 12:22:00 -
[252] - Quote
Analysis of the Projectile damage profile change from -5/+10 to -15/+15 (Shield/Armor) in Hot Fix Delta and what this means for HMG Sentinel vs HMG Sentinel engagements:
-15/+15 (Shield/Armor) damage profile for Projectile weapons (HMG) -15 vs Armor resistance bonus for Amarr Sentinel with max skills -10 vs Armor resistance bonus for Gallente Sentinel with max skills
HMG damage adjustment against the primary defense of each racial Sentinel: -15 vs Caldari Sentinel Shields -15 vs Minmatar Sentinel Shields +0 vs Amarr Sentinel Armor (+15 damage profile, -15 resistance bonus) +5 vs Gallente Sentinel Armor (+15 damage profile, -10 resistance bonus)
So in a stand up head to head fight in unmodified suits the Caldari Sentinel has the advantage. The Minmatar Sentinel has the same damage profile advantage but has far less health.
However when you add modules into the mix you must keep in mind that Armor Plate adds a lot more health than Shield Extenders do, and armor can be reinforced by external reps from a Repair Tool.
In HMG Sentinel vs HMG Sentinels engagements the Projectile change has the following effect on primary tanking type: 10% buff to Caldai 10% buff to Minmatar 5% nerf to Amarr 5% nerf to Gallente
Overall, I feel the shield suits needed this change as the Armor suits were superior in every way. They will be much closer to balanced now with Armor suits only having a clear advantage when paired with a Logi.
However, I think the Gallente Sentinel has slipped two patches in a row. First trading a low slot for a high slot, and then getting a 5% nerf to their primary tanking style vs other HMG Sentinels. I feel the self rep bonus on the Gallente Sentinel suit should be increased a few % to make up for these nerfs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Adipem Nothi
Nos Nothi
5174
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Posted - 2014.09.24 12:54:00 -
[253] - Quote
@ Fox Gaden
Looking forward to your review of the post-Delta burst HMG :-)
Shoot scout with yes.
- Ripley Riley
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Fox Gaden
Immortal Guides
4333
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Posted - 2014.09.24 13:13:00 -
[254] - Quote
CCP Rattati wrote:I am just explaining the facts as they are, and have been. Swarm missiles are defined as projectiles in DUST 514 and lots of people have been asking for them to be kinetic so the Caldari can utilize their bonus. Just one of those things that are they way they are. If Swarms are Projectile weapons: -Does the Swarm Launcher benefit from the Minmatar AssaultGÇÖs +5% to projectile clip size per level? -Will Swarm damage be effected by the Projectile Damage profile change? Will they do 10% less damage to a PythonGÇÖs shields after the patch? (-5% shields changing to -15% shields)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4333
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Posted - 2014.09.24 13:39:00 -
[255] - Quote
Adipem Nothi wrote:@ Fox Gaden
Looking forward to your review of the post-Delta burst HMG :-)
I am a little nervous about it actually. If the heat buildup nerf is enough to make it overhead 1 burst sooner, I am not sure I will be skilled enough to use it effectively.
When the Burst HMG was first reworked in Charlie it scared the crap out of people and I got a lot of kills because people froze up like a deer in the headlights. Now that people have gotten used to the Burst HMG they are doing a lot more strafing and jumping. It has now become quite common for me to die to a frontal assault, particularly to Shotgun and Nova Knife Scouts, where they manage to dodge my bursts as they charge in, swerving after each burst, to shoot or stab me in the face. With the current heat buildup I can afford to miss a burst or two, but with one less burst available the weapons would be very unforgiving.
Right now I find the Burst is a little OP when I am playing at my absolute best, but I have to be on my A game all the time. If I get tired or lose focus I get wrecked.
If they make the heat buildup too quick, they could give the Burst HMG a 100% damage buff and I still would not be able to do anything with it.
However, someone crunched the numbers and claimed that with the Delta heat nerf the Advanced Burst HMG would still not overheat until the first round of the 6th Burst, which does not reduce the Burst count on the initial engagement. If this is the case, then the nerf is bearable.
It will have an effect on sustained fights though. If you fire 2 bursts, then fire 3 bursts, then fire another 2 during a sustained fight, the heat that builds when you fire does not completely dissipate before you fire again. So while you could fire 5 bursts with an Advanced Burst HMG on the initial encounter without overheating, you may only be able to fire 4 or 3 bursts before overheat in the next engagement if it follows quickly after. Any heat nerf will be noticeable in in sustained fights.
I argued for only having the 10% damage nerf. I am afraid of a heat nerf tipping an interesting and challenging weapon over the edge into being an unusable weapon. But I am going to withhold judgement until I have tested if. If the initial burst count before overheat has not been decreased the nerf may not be crippling.
In summary:
- The 10% nerf to damage I am not worried about. It was needed.
- The change to Dispersion behaviour makes sense for the Burst and will make it even more unique.
- The heat nerf may be a minor issue, or it may proove to be a Flaylock level nerf making it unusable for all but the most skilled PC players. Only time and testing will tell.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Brush Master
Onslaught Inc RISE of LEGION
1301
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Posted - 2014.09.24 14:51:00 -
[256] - 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 don't believe the current iteration of the mCRU sounds salvageable without those attributes and rewards. The transport WP rarely rewards me because:
- because it requires 150m travel distance - perhaps we can find a worked around by lowering this but does transport reward work for those that spawn in a ship or does it require pickup? I have never actually tested this because the reward is so minor and any pilot will tell you, the single place you will do a pickup is at home base and who spawns there after you have other points? the risk of being near the ground anywhere outside of that is too great.
- I have a mCRU and usually near an objective that I want troops to drop in on, thus do not exceed travel distance
It really depends on if a new mCRU can be built or if we just have to find work arounds like adjusting the transport reward to help make up for the zero reward mCRU.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Derrith Erador
Fatal Absolution
2692
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Posted - 2014.09.24 15:18:00 -
[257] - Quote
CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? Well, absolutely nothing, seeing as you didn't put it in there.
The preacher of Betty White, may her pimp hand guide me.
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Kallas Hallytyr
Skullbreakers
803
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Posted - 2014.09.24 15:45:00 -
[258] - Quote
Derrith Erador wrote:CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? Well, absolutely nothing, seeing as you didn't put it in there.
Actually it is. It's just such a small reduction that we won't be able to fit anything better anyway, since PRO modules are priority over the guns anyway...
And the ROF nerf has made the Incubus worthless. The Python can still kill infantry but the Incubus is just awful now. 7th rail shot overheats? Greaaaaaat!
Alt of Halla Murr.
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Derrith Erador
Fatal Absolution
2693
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Posted - 2014.09.24 16:50:00 -
[259] - Quote
Kallas Hallytyr wrote:Derrith Erador wrote:CCP Rattati wrote:So how are you ADS pilots going to use the 15% savings on CPU/PG for small turrets? Well, absolutely nothing, seeing as you didn't put it in there. Actually it is. It's just such a small reduction that we won't be able to fit anything better anyway, since PRO modules are priority over the guns anyway... And the ROF nerf has made the Incubus worthless. The Python can still kill infantry but the Incubus is just awful now. 7th rail shot overheats? Greaaaaaat! I just played, and seeing one of the exact same fits i used pre charlie had the exact same stats as before says that isn't the case. And going from 12 to 7 on the rail? The heck are you people thinking?
The preacher of Betty White, may her pimp hand guide me.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1806
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Posted - 2014.09.24 16:58:00 -
[260] - Quote
Again, this is because there's no consensus on what the ads is supposed to do, and Rattati has yet to give us one.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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bogeyman m
Minmatar Republic
414
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Posted - 2014.09.24 17:07:00 -
[261] - Quote
Fox Gaden wrote:Adipem Nothi wrote:@ Fox Gaden
Looking forward to your review of the post-Delta burst HMG :-)
I am a little nervous about it actually. If the heat buildup nerf is enough to make it overhead 1 burst sooner, I am not sure I will be skilled enough to use it effectively. When the Burst HMG was first reworked in Charlie it scared the crap out of people and I got a lot of kills because people froze up like a deer in the headlights. Now that people have gotten used to the Burst HMG they are doing a lot more strafing and jumping. It has now become quite common for me to die to a frontal assault, particularly to Shotgun and Nova Knife Scouts, where they manage to dodge my bursts as they charge in, swerving after each burst, to shoot or stab me in the face. With the current heat buildup I can afford to miss a burst or two, but with one less burst available the weapons would be very unforgiving. Right now I find the Burst is a little OP when I am playing at my absolute best, but I have to be on my A game all the time. If I get tired or lose focus I get wrecked. If they make the heat buildup too quick, they could give the Burst HMG a 100% damage buff and I still would not be able to do anything with it. However, someone crunched the numbers and claimed that with the Delta heat nerf the Advanced Burst HMG would still not overheat until the first round of the 6th Burst, which does not reduce the Burst count on the initial engagement. If this is the case, then the nerf is bearable. It will have an effect on sustained fights though. If you fire 2 bursts, then fire 3 bursts, then fire another 2 during a sustained fight, the heat that builds when you fire does not completely dissipate before you fire again. So while you could fire 5 bursts with an Advanced Burst HMG on the initial encounter without overheating, you may only be able to fire 4 or 3 bursts before overheat in the next engagement if it follows quickly after. Any heat nerf will be noticeable in in sustained fights. I argued for only having the 10% damage nerf. I am afraid of a heat nerf tipping an interesting and challenging weapon over the edge into being an unusable weapon. But I am going to withhold judgement until I have tested if. If the initial burst count before overheat has not been decreased the nerf may not be crippling. In summary:
- The 10% nerf to damage I am not worried about. It was needed.
- The change to Dispersion behaviour makes sense for the Burst and will make it even more unique.
- The heat nerf may be a minor issue, or it may proove to be a Flaylock level nerf making it unusable for all but the most skilled PC players. Only time and testing will tell.
What I think I just read : Burst HMGs are currently OP, but Scout strafing, hitbox size and jump heights are even more OP.
Question : Do you ever get killed by anything other than Scouts?
Duct tape 2.0 ... Have WD-40; will travel.
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1939
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Posted - 2014.09.24 21:16:00 -
[262] - Quote
Sequal Rise wrote: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 Yep, where is it? |
Kallas Hallytyr
Skullbreakers
820
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Posted - 2014.09.24 21:52:00 -
[263] - Quote
Derrith Erador wrote:I just played, and seeing one of the exact same fits i used pre charlie had the exact same stats as before says that isn't the case. And going from 12 to 7 on the rail? The heck are you people thinking?
Go to fitting screen Remove all turrets Note your CPU/PG usage Fit a turret Subtract the pre-turret number from new usage figure Note how it is less than the stated turret fitting costs.
This apples to Rail, Blaster and Missiles.
Alt of Halla Murr.
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Sebastian Days
Molon Labe. General Tso's Alliance
4
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Posted - 2014.09.25 00:21:00 -
[264] - Quote
Cat Merc wrote:Spreadsheet: *Rifles*
Me: "Oh dis gon b gud"
Spreadsheet: *Multiple small tweaks to parameters noone understands*
Me: "Clever girl"
I lol'ed that that too. |
Fox Gaden
Immortal Guides
4350
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Posted - 2014.09.25 00:22:00 -
[265] - Quote
Q) Is the Burst HMG broken? A) No, it is not.
Q) Is the Advanced Burst HMG still better than a Standard HMG? A) I am not sure yet. Requires more testing.
The Advanced HMG can fire 5 Bursts without overheating, but overheats the instant the 6th Burst starts. Interestingly, if you overheat in the first engagement, you will run out of ammo in your clip just before overheating the second time, casing you to go into a reload rather than seizing up with overheat, so you can switch to a sidearm.
Proto overheats half way through the 6th burst which is one burst less than in Charlie.
Testing continuesGǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Sebastian Days
Molon Labe. General Tso's Alliance
4
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Posted - 2014.09.25 00:36:00 -
[266] - Quote
Any numbers on the sidearm headshot damage percentage? I didn't see it on the spreadsheet, but I saw it mentioned on the dev post. |
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CCP Rattati
C C P C C P Alliance
7942
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Posted - 2014.09.25 00:49:00 -
[267] - Quote
Please post issues or discrepancies from stated intent here
https://forums.dust514.com/default.aspx?g=posts&m=2375326#post2375326
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thang Bausch
Pierrot Le Fou Industries
224
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Posted - 2014.09.25 01:05:00 -
[268] - Quote
CCP Rattati wrote: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.
Wait, swarm missiles are projectiles!?! Does that mean they had -5% shield and +10% armor before delta and now have -15% shield and +15% armor?
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Kallas Hallytyr
Skullbreakers
822
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Posted - 2014.09.25 02:34:00 -
[269] - Quote
Railgun ROF is 92; or 1.53 shots per second; 8 shots and overheats in 5.2 seconds; 668 DPS Incubus 5 ROF is 105.8; or 1.808 shots per second; 9 shots and overheats in 4.98 seconds; 781.9 DPS
That actually doesn't look that bad, but something is wrong with how its actually playing: were only getting 7 shots.
Fiddling with some numbers I think that the small railguns are firing correctly, but the Incubus skill is applying incorrectly. It appears that the Incubus skill is applying inversely: the fire interval is 0.65 (60++0.65=92.3, the correct ROF as per patch notes) and with a 15% increase to ROF it should be firing at 0.5525 which is 0.65+ù0.85=0.5525 but is actually firing at 0.7475 which is the result of 0.65+ù1.15=0.7475 which would actually be a decrease in ROF.
With 0.5525 (ROF 108.5) we'd have 1.808 shots per second; 9 shots in 4.98 seconds; 781.9 DPS, which would be decent What we currently have is 0.7475 (ROF 80.3) or 1.34 shots per second; 7 shots in 5.2 seconds; 607.8 DPS.
TL;DR: Incubus ROF is bugged and applying at a 1.15 ratio instead of a 0.85, meaning the Incubus's railgun is firing slower than the regular railgun
*cough* totally not spamming this to make sure it gets seen *cough*
Alt of Halla Murr.
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Mavrahn
703rd
0
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Posted - 2014.09.29 18:40:00 -
[270] - Quote
I am slightly disappointed at the range being cut so deeply in the sniper rifles. It is livable, I ask that there be no more. Thank you for doing your best to make this game an experience that everyone can enjoy. Single best game ever.
We will obliterate you, and let you mourn as we build our empire on your ashes. This is the 703rd. We know no mercy.
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