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Thread Statistics | Show CCP posts - 35 post(s) |
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CCP Rattati
C C P C C P Alliance
7698
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Posted - 2014.09.22 12:03:00 -
[1] - Quote
Dear players,
here are the numbers as they will get implemented. Most of these numbers should be familiar to those of you following the Hotfix Delta discussion threads.
Without further ado, here are the numbers and changes.
Hotfix Delta Numbers
As this patch contains an awful lot of changes, please let us know if you see any suspicious numbers. For example, some eagle-eyes already caught a copy paste error for the Flaylock clip size (s/b 4 not 2). Much appreciated.
Thanks for the participation
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jebus McKing
Legio DXIV
661
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Posted - 2014.09.22 12:08:00 -
[2] - Quote
Nice.
You have to post numbers and math to be taken seriously. // @JebusMcKing
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nicholas73
Glitched Connection
208
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Posted - 2014.09.22 12:11:00 -
[3] - Quote
Can't read, needs approval!!!
Proud member of Glitched Connection
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Infine Sentinel
Better Hide R Die
706
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Posted - 2014.09.22 12:11:00 -
[4] - Quote
I can't read:(
Pie.
Forum warrior level 231423423
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The all mighty-Bacon
Holdfast Syndicate Amarr Empire
76
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Posted - 2014.09.22 12:12:00 -
[5] - Quote
Infine Sentinel wrote:I can't read:( How did you make that post? |
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
229
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Posted - 2014.09.22 12:12:00 -
[6] - Quote
Access denied. Fix plz
The Blazing Intellect Machine
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Cat Merc
Onslaught Inc RISE of LEGION
12271
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Posted - 2014.09.22 12:13:00 -
[7] - Quote
Rattati fail, access DENIED
Feline overlord of all humans - CAT MERC
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Infine Sentinel
Better Hide R Die
706
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Posted - 2014.09.22 12:16:00 -
[8] - Quote
Yay he fixed it
Pie.
Forum warrior level 231423423
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CCP Rattati
C C P C C P Alliance
7701
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Posted - 2014.09.22 12:16:00 -
[9] - Quote
I knew I forgot something!
Sorry about that, should work now
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Onslaught Inc RISE of LEGION
12272
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Posted - 2014.09.22 12:20:00 -
[10] - Quote
I don't believe minnie commandos needed that HP buff but oh well.
Feline overlord of all humans - CAT MERC
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nicholas73
Glitched Connection
208
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Posted - 2014.09.22 12:21:00 -
[11] - Quote
Loled at "Small multiple tweaks to parameters no one understands" in the rifle section.
I wanna know :'(
Proud member of Glitched Connection
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Cat Merc
Onslaught Inc RISE of LEGION
12272
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Posted - 2014.09.22 12:25:00 -
[12] - Quote
Spreadsheet: *Rifles*
Me: "Oh dis gon b gud"
Spreadsheet: *Multiple small tweaks to parameters noone understands*
Me: "Clever girl"
Feline overlord of all humans - CAT MERC
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Jebus McKing
Legio DXIV
663
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Posted - 2014.09.22 12:41:00 -
[13] - Quote
Quote:Injectors now heal Shields at same % as Armor
Assault Dropship ROF bonus to 3% per level from 10%
Injectors are looking... interesting. Can't wait to try them out.
As a part-time ADS pilot I have to say I like the ROF changes. This makes ADS less effective at attacking tanks. Also with that ADS price reduction getting sucker-punched by invisible AV now won't hurt as much anymore.
You have to post numbers and math to be taken seriously. // @JebusMcKing
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CCP Rattati
C C P C C P Alliance
7705
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Posted - 2014.09.22 12:44:00 -
[14] - Quote
Jebus McKing wrote:Quote:Injectors now heal Shields at same % as Armor
Assault Dropship ROF bonus to 3% per level from 10% Injectors are looking... interesting. Can't wait to try them out. As a part-time ADS pilot I have to say I like the ROF changes. This makes ADS less effective at attacking tanks. Also with that ADS price reduction getting sucker-punched by invisible AV now won't hurt as much anymore.
Yep and also the cost of small turrets so should be even cheaper.
And I also forgot to add the mobile CRU fitting reduction, will add it now.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Michael Arck
5687
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Posted - 2014.09.22 12:47:00 -
[15] - Quote
Oh this is a good start to my Monday morning. SP and Spreadsheets. I really like the helping hand for new players with Academy extension and lvl 1 skills given.
Thank god for the burst changes.
Projectile weapons will do 15/15 in Delta son!
Thanks Rattati for the work and effort you've committed yourself to.
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Ripley Riley
Incorruptibles
3301
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Posted - 2014.09.22 12:55:00 -
[16] - Quote
In reference to 'Swarms - Maximum range': is this the range the missiles explode if they do not hit their intended target?
He imposes order on the chaos of organic evolution...
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CCP Rattati
C C P C C P Alliance
7706
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Posted - 2014.09.22 12:56:00 -
[17] - Quote
Michael Arck wrote:Oh this is a good start to my Monday morning. SP and Spreadsheets. I really like the helping hand for new players with Academy extension and lvl 1 skills given.
Thank god for the burst changes.
Projectile weapons will do 15/15 in Delta son!
Thanks Rattati for the work and effort you've committed yourself to.
And I extend those thanks to team Storm Raiders, CCP Logibro, CCP Frame and CCP Rouge, who make this possible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
786
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Posted - 2014.09.22 12:57:00 -
[18] - Quote
MLT Afterburners appear to have 150% Thrust, which is the same as a Delta PRO Afterburner.
Alt of Halla Murr.
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CCP Rattati
C C P C C P Alliance
7706
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Posted - 2014.09.22 12:57:00 -
[19] - Quote
Ripley Riley wrote:In reference to 'Swarms - Maximum range': is this the range the missiles explode if they do not hit their intended target?
Yes, because swarms travel either a distance, or a limited time, their increased speed would have allowed them to cover more ground. That's why we are hardcoding to 400m, because that's the distance that we balanced towards.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DJINN Obokata
Bragian Order Amarr Empire
0
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Posted - 2014.09.22 12:58:00 -
[20] - Quote
OMG ADS is dead lol |
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Ripley Riley
Incorruptibles
3301
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Posted - 2014.09.22 13:00:00 -
[21] - Quote
DJINN Obokata wrote:OMG ADS is dead lol And nothing of value was lost.
CCP Rattati wrote:Yes, because swarms travel either a distance, or a limited time, their increased speed would have allowed them to cover more ground. That's why we are hardcoding to 400m, because that's the distance that we balanced towards. Makes sense to me. Thanks.
He imposes order on the chaos of organic evolution...
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1538
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Posted - 2014.09.22 13:02:00 -
[22] - Quote
I like the Rifle change and the awesome 'parameters no one understands'.
Good to see ramming ADSs with Grimsnes and Myron will be easier.. But hey, they're cheaper now, yay.
I will be asking for a respec everyday for my ADS points. No reason to have 4.8 mil into things for a 15% bonus. I remember the days of level 2, its so slow. At least tanks will stop bitching, maybe, possibly...
Enjoying the miniscule health buff to the Minmatar, will be handy in the long run.
If you ever look at Assault bonuses again, can you please give the Minmatar Assault an additional bonus to Explosives. Since a clip size would be OP (as I originally thought) could you give a +1 to ammo capacity (as I also suggested but was burned at the stake).
Oh, and fix the pricing scheme on the LP scanners.
Speaking of LP, did I miss where you talked about adding the racial suits to the LP store? I know you were wanting to do that, and, it shouldn't be that much work..
All in all, another decent hotfix, I won't get much out of it, but, that's why I have a PS4.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Ripley Riley
Incorruptibles
3301
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Posted - 2014.09.22 13:13:00 -
[23] - Quote
- Lower Decloak animation to zero (cloak "nerf")
So, as soon as the scout fires the first round from their shotgun they are decloaked? Here's hoping that gets more than a few scouts killed.
He imposes order on the chaos of organic evolution...
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Kallas Hallytyr
Skullbreakers
787
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Posted - 2014.09.22 13:34:00 -
[24] - Quote
ResistanceGTA wrote:Good to see ramming ADSs with Grimsnes and Myron will be easier.. But hey, they're cheaper now, yay.
I will be asking for a respec everyday for my ADS points. No reason to have 4.8 mil into things for a 15% bonus. I remember the days of level 2, its so slow.
Indeed, and Incubi have been hit with a double whammy: -35% ROF from GADS and then the -24% Small Railgun ROF; at least the Small Railgun damage nerf isn't there, now an Incubus is pretty much only good if you pilot stack. Though I guess putting missiles on them will be less less effective because Python's are also losing their ROF and missiles were more about killing with splash anyway.
But the ROF and AB nerfs will make fighting Forge Gunners hell on earth and the new and improved Swarms will be 'fun' to try and kill in even less time before you run (because increased speed = leave sooner) which you'll have to do for 3-4x as long.
But on the plus side, we'll now only cost as much as an ADV fit HAV! Hooray for minor consolations! I love how the ROF idea was shoved in at the last moment considering that next to no discussion took place about it: no numbers were discussed or looked at, would've been nice for it to have had more than a week's thought, especially when it impacts one of the two ADSs more heavily.
Alt of Halla Murr.
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man- bear pig
D3ATH CARD
38
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Posted - 2014.09.22 13:39:00 -
[25] - Quote
Can you explain the dropsuit changes, or how the spreadsheet is supposed to be read? The spreadsheet isn't exactly clear as to which proposed numbers refer to what Race. Also, what is the "AM-GA" and "GA-MM" columns referring to? |
Kosakai
Eternal Beings
86
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Posted - 2014.09.22 13:47:00 -
[26] - Quote
RIP dropships.......
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
MINJA KNIFER .......
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Extraneus Tercero
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2014.09.22 13:49:00 -
[27] - Quote
1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge? |
Evan Gotabor
Prima Gallicus
81
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Posted - 2014.09.22 13:49:00 -
[28] - Quote
I guess the ROF reduction is there to put a stop on the gunner stacking, however, you put solo pilots in a very bad position. 5% on ROF would be fare, 10% is OP, but 3% ? Damn-it, do you realise we are putting as much SP as for a proto dropsuits (2 millions more or less) (plus all the additionnals skills to have a worthy ADS that don't blow-up in seconds. And you are telling me I have to put those 16 millions SP of mine in a place where the sun never shine because you don't wan't correct the stacking gunner glitch ?
At this rythm, you can also remove ALL vehicles in hotfix Echo and give a respec to the poeple who put points in LAV, HAV and Dropships. At least if there is no vehicles, you might try to fix the TRUE infantry problem : the scout
I have been patient, I have spent hours (litteraly) to try to explain what is currently wrong with vehicles in dust. I should have expected this sooner... Now I will go play with my alt scout, at least I can do 30/0 of ratio without being worried about nerf !
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Vyzion Eyri
The Southern Legion Final Resolution.
2444
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Posted - 2014.09.22 13:51:00 -
[29] - Quote
As a dropship user who sucks at pilot turret aiming so has to use them to actually transport people rather than (INCOMING PERSONAL OPINION BE FOREWARNED) butcher their role like people used logistics suits for slaying and use an aerial bus to destroy infantry, I think a "huzzah!" is in order. The reduction of CPU/PG on mCRUs AND the HP/fitting buffs for my beautiful Grimsnes means I can have the Prometheus of times long gone in my arms once again.
*tentatively* Long live DUST 514!
> Quis custodiet ipsos custodes?
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Jebus McKing
Legio DXIV
664
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Posted - 2014.09.22 13:54:00 -
[30] - Quote
@Rattati What about the Large Missile Launcher reload changes? Are those coming?
You have to post numbers and math to be taken seriously. // @JebusMcKing
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Extraneus Tercero
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2014.09.22 13:54:00 -
[31] - Quote
5. Will medic starter fit have racial light weapon?or still the AR? 6 Will gallente Anti-armor have a plasma cannon? |
Kallas Hallytyr
Skullbreakers
787
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Posted - 2014.09.22 13:54:00 -
[32] - Quote
Evan Gotabor wrote:I guess the ROF reduction is there to put a stop on the gunner stacking, however, you put solo pilots in a very bad position.
Agreed. Though pilot stacking is pretty much the only way to get good use out of an Incubus come Delta; the Python, while nerfed, still has the power of the small missile (which has always been the true power of the Python, yet people insist on nerfing the ship itself) which makes it still reasonable at killing non-AV infantry - but good luck killing a tank or a Forge Gunner.
That's a point: is there any word on HAV inertia? That was supposed to make it into Delta, but have not read anything about it.
Alt of Halla Murr.
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CCP Rattati
C C P C C P Alliance
7717
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Posted - 2014.09.22 13:56:00 -
[33] - Quote
Extraneus Tercero wrote:1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge?
1. yes, 200% ion (had normal 150%), 150% flaylock (didn't have any), bolt 250% (had 150%) 2. higher for standard, lower for tactical 3. dont have a comparison, but imagine 30% faster, that's how much faster it is 3. Yes, but no overheat damage and the seize is much shorter. It feels like a long charge, and you can followup with a few normal shots. It's fun.
"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
321
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Posted - 2014.09.22 13:57:00 -
[34] - Quote
Wow wow wow. ADS ROF nerf? I think we didnt discussed that at all. So we get a swarm buff, AB cooldown nerf and a ROF nerf on top of it. How the hell do you want to kill a tank with that? Neither missiles nor small rails will do any good cause a tank probs can cross the whole skirmish map without even caring if it gets shot by a ADS. Ah well im gonna look forward to a brick tanked grimsness that has the same tank like a madrugar.
Bright is the opposite of dark! Who would have thought of that?!
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CCP Rattati
C C P C C P Alliance
7717
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Posted - 2014.09.22 13:57:00 -
[35] - Quote
Extraneus Tercero wrote:5. Will medic starter fit have racial light weapon?or still the AR? 6 Will gallente Anti-armor have a plasma cannon?
5. no,AR, it's a normal medic weapon 6. pretty good idea actually, one for another Hotfix.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DarthPlagueis TheWise
61
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Posted - 2014.09.22 13:59:00 -
[36] - Quote
im not even a dropship pilot however i am a forge gunner and i think an afterburner nerf was unnecessary. |
Extraneus Tercero
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2014.09.22 13:59:00 -
[37] - Quote
CCP Rattati wrote:Extraneus Tercero wrote:1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge? 1. yes, 200% ion (had normal 150%), 150% flaylock (didn't have any), bolt 250% (had 150%) 2. higher for standard, lower for tactical 3. dont have a comparison, but imagine 30% faster, that's how much faster it is 3. Yes, but no overheat damage and the seize is much shorter. It feels like a long charge, and you can followup with a few normal shots. It's fun. Does half charge still over heat? |
Harpyja
Legio DXIV
2191
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Posted - 2014.09.22 14:00:00 -
[38] - Quote
What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle...
"By His light, and His will"- The Scriptures, 12:32
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Bright Cloud
Namtar Elite Gallente Federation
322
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Posted - 2014.09.22 14:02:00 -
[39] - Quote
Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle... Shield hardeners give the highest resistance bonus out of all modules. I think thats a decent thing to have. And most gunnlogis stack shield modules aswell on top of armor.
Bright is the opposite of dark! Who would have thought of that?!
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Tesfa Alem
Death by Disassociation
199
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Posted - 2014.09.22 14:03:00 -
[40] - Quote
CCP Rattati wrote:Dear players, here are the numbers as they will get implemented. Most of these numbers should be familiar to those of you following the Hotfix Delta discussion threads. Without further ado, here are the numbers and changes. Hotfix Delta NumbersAs this Hotfix contains an awful lot of changes, please let us know if you see any suspicious numbers. For example, some eagle-eyes already caught a copy paste error for the Flaylock clip size (s/b 4 not 2). Much appreciated. Thanks for the participation
Heres something really suspicious, whats with the ROf nerf? A swarmer brought it up once in the swarms vs ADS thread and that was it. 1 post. No thread about how effective is the ROF, why people spec into it, and if it is to be nerfed by how much? Zero feedback, zero reasoning, just hit it with the nerf bat.
I know you don't fly. I know you take offense whenever someone offers to show you what its like from the air.You say you go by data and charts, which charts did you look up? what data did you take in? Really.
Combine that with the small rail ROF nerf. My own level 3 dropship will go from firing 30% faster than current standards to -21% to standard. Negative 21%...
A nice big F U to the pilots who don't stomp on infantry, who go after tanks from the sky and chase away the missile ships. The guys who shoot down the vipers, gorgons, grimsness any myrons going for the towers, stopping tower forgegunners and snipers in thier tracks.
Gunners, sad day for you. Maxxed out witb a pilot, you'll be firing as fast as i currently do. Your 2.2 million SP investment is no longer required.
I am certainly happy that i didn't spec into the python, though, those pilots are really screwed over. Missile incubus is the only fit left.
For all pilots thanks for the surprise buttsex.
Redline for Thee, but no Redline for Me.
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DarthPlagueis TheWise
61
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Posted - 2014.09.22 14:04:00 -
[41] - Quote
omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. |
Extraneus Tercero
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2014.09.22 14:04:00 -
[42] - Quote
Bright Cloud wrote:Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle... Shield hardeners give the highest resistance bonus out of all modules. I think thats a decent thing to have. And most gunnlogis stack shield modules aswell on top of armor. Plus large rail now do more damage to armor than shield |
Kosakai
Eternal Beings
87
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Posted - 2014.09.22 14:06:00 -
[43] - Quote
iam forge gun guner and ADS pilot... and i must say... you killed dropships now.... afterburner is the only one think what can save your ass in dropship... ADS is like paper plane... and if you cannot run away.... its the end + ROF nerf? why you did not delete em from the game? it will be totaly useless....
can i get back my lost SP in dropships please?
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
MINJA KNIFER .......
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CommanderBolt
TerranProtossZerg
1699
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Posted - 2014.09.22 14:08:00 -
[44] - Quote
Is that increased supply depot radius, the radius for receiving supplies? If so That is greatly appreciated for vehicles of all types :D
Still really not a fan of the colossal RoF nerf for Assault Dropship pilots.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Harpyja
Legio DXIV
2191
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Posted - 2014.09.22 14:08:00 -
[45] - Quote
Extraneus Tercero wrote:Bright Cloud wrote:Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle... Shield hardeners give the highest resistance bonus out of all modules. I think thats a decent thing to have. And most gunnlogis stack shield modules aswell on top of armor. Plus large rail now do more damage to armor than shield Though missiles also got a damage buff against shield.
Oh and I also just noticed something
Militia fuel injectors provide the same speed boost as prototype? Uhm, CCP?!
"By His light, and His will"- The Scriptures, 12:32
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2094
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Posted - 2014.09.22 14:09:00 -
[46] - Quote
AB cool down way too high. Change to 30/25/20 or 25/20/20 with 10/10/15 duration. We really don't need long duration at all.
Also, MLT seems to be giving the same boost bonus as proto, don't know what's up with thatGǪ
RIP Incubus AV capability.
ADS RoF nerf is completely too much and unannounced. 5% at the lowest, and I'm not even sure about that. They're supposed to be glass cannons, buy you're giving us more glass and less cannon.
mCRU is still a worthless mod. Needs like <10PG/CPU to be worth using over another a defensive mod. I'll experiment with some fits, but it still looks way too much fitting for the sacrifice. Also, no skill bonus to spawn time (you've changed skills in the past, why not with this?)
No Gunnlogi hp increase?
Shield mods numbers not showing up.
We'll see how this goes. I really don't see any point to using an ADS now, especially in PC. It's expensive, immobile, made of glass, and had its teeth pulled out. I'll still give it a shot, but I won't hold my breath.
Thanks to all the skill-less AV for your pestering. Enjoy CoD514.
TL;DR RIP ADS, all hail our new DS overlords.
Dust was real! I was there!
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CommanderBolt
TerranProtossZerg
1699
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Posted - 2014.09.22 14:13:00 -
[47] - Quote
CCP Rattati wrote:Extraneus Tercero wrote:5. Will medic starter fit have racial light weapon?or still the AR? 6 Will gallente Anti-armor have a plasma cannon? 5. no,AR, it's a normal medic weapon 6. pretty good idea actually, one for another Hotfix.
Rattati man, while in theory this is a great idea.... actually it is a great idea but calling the PLC, especially at a low skill level "AV" is pushing it to say the least.
Its an anti shield weapon right? But not only that, its probably more useless for AV at militia level than militia swarms lol.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Evan Gotabor
Prima Gallicus
82
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Posted - 2014.09.22 14:19:00 -
[48] - Quote
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.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Bright Cloud
Namtar Elite Gallente Federation
322
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Posted - 2014.09.22 14:20:00 -
[49] - Quote
Militia plasma cannon is probs the worst AV weapon in the game. Gonna be hillarious if n00bs pull that thing out to shot a tank/dropship.
Bright is the opposite of dark! Who would have thought of that?!
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CCP Rattati
C C P C C P Alliance
7719
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Posted - 2014.09.22 14:22:00 -
[50] - Quote
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]
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
5114
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Posted - 2014.09.22 14:40:00 -
[51] - Quote
Ripley Riley wrote:- Lower Decloak animation to zero (cloak "nerf")
So, as soon as the scout fires the first round from their shotgun they are decloaked? Here's hoping that gets more than a few scouts killed.
Saw this gem! Very much looking forward to seeing it in action :-)
We suspect that there's a technical constraint which is preventing the Devs from inserting a delay between decloak and attack. Here's to hoping that the new no-delay will do the trick!
Shoot scout with yes.
- Ripley Riley
|
Fox Gaden
Immortal Guides
4297
|
Posted - 2014.09.22 14:56:00 -
[52] - Quote
Ripley Riley wrote:- Lower Decloak animation to zero (cloak "nerf")
So, as soon as the scout fires the first round from their shotgun they are decloaked? Here's hoping that gets more than a few scouts killed. Due to Shotgun Scouts attaching from behind, many people will continue to die without ever seeing the Scout that killed them (because the Scout is behind them) and will continue to claim that the Scout was Cloaked the whole time (regardless of whether the Shortgun Scout actually had a Cloaked equipped or not).
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Foundation Seldon
Molon Labe. General Tso's Alliance
752
|
Posted - 2014.09.22 15:05:00 -
[53] - Quote
DROPSHIPS
Lol at the people saying the ADS is made of glass. Let's ignore that you're able to fit a Complex 120mm Plate, Complex Light Armor Rep, Afterburner, and proto turret of your choice on any Incubus and have more eHP than a tank.
For the record, I think the combination ADS RoF nerf along with the nerf to the base RoF of the Small Rail is probably going to kill much of the incentive to use the Incubus as an anti-vehicle platform. Though I think the direction of the nerf is a positive one as it (and the eHP buff for Myron/Grimsnes) addresses the huge disparity between STD Dropships and ADS Dropships. We'll need to see how effective the Incubus is as an AV platform going into Delta before coming to any conclusions but I'm willing to bet that the days where an Incubus swoops in and takes out a Tank before it has enough time to find cover are probably over. I'd imagine that Skill Stacking is probably the real reason we're seeing the nerf as dramatic as it is as a stacked Rail Incubus was sort of absurd. And now there's something you actually sacrifice for going into ADS rather than the ADS being an almost objectively better choice given the extra mobility and not having to rely on gunners for kills. I can't deny however that by making the RoF 3% instead of 10% you've removed a hell of a lot of the reason people actually skill into the individual ADS skills instead of just leaving it with having unlocking the ability to use them. It may be prudent to add a secondary bonus (not ammo related) down the line to re-incentivize dumping points into them
I'm actually more worried about the Python pilots in this scenario as the 15% (at max) RoF to Missiles doesn't seem justified compared to how much more fragile they are compared to the Incubus. I hope that we'll be tracking the effect of these changes closely as even pre-Delta I thought the Python's usefulness compared to the Incubus was dubious given the significant hit in tank one takes as a result.
Damage Profile stuff~
Probably means i'll be skilling into Shield Upgrades and Complex Shield Extenders to stick in the highs for my Gal. Heavy as having extra shields is going to be pretty important in HMG battles. May use some of my SP to max out HMG Proficiency while I'm at it.
|
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
239
|
Posted - 2014.09.22 15:13:00 -
[54] - Quote
The min ehp buff looks good. I see the minmatar commando definitely needed the buff. It was WAY out of whack compared to its peers. It should be weaker but NOT that much. Good the see a more consistent ehp scheme for the all the suits and their comparisons.
Not sure how i feel about the projectile damage profile changes. Sure, it needed some changes. Just wonder how this will increase time-to-kill when shooting through high shield suits. However, this will help shield tanking a bit more albeit. Although, armor tankers will have much to think about when facing a projectile based weapon.
Looks like this hotfix will be interesting. I can't way to try the flaylock out. The SMG changes look like mad fun too. I'm looking forward to the new sound of the breach SMG. I'll miss the old 'daka daka daka daka' sound it makes now.
Could you give us a timeframe on where you expect the drop? One or two weeks after the start of next month?
"Multiple small tweaks to parameters noone understands"
I think that is best. If anyone knew exactly what changes were being made, that person would lose their s***t!
Wait!.....NO CCP RATTATI!
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
|
Fox Gaden
Immortal Guides
4297
|
Posted - 2014.09.22 15:17:00 -
[55] - Quote
DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Evan Gotabor
Prima Gallicus
82
|
Posted - 2014.09.22 15:19:00 -
[56] - Quote
Foundation Seldon wrote:DROPSHIPS
Lol at the people saying the ADS is made of glass. Let's ignore that you're able to fit a Complex 120mm Plate, Complex Light Armor Rep, Afterburner, and proto turret of your choice on any Incubus and have more eHP than a tank.
For the record, I think the combination ADS RoF nerf along with the nerf to the base RoF of the Small Rail is probably going to kill much of the incentive to use the Incubus as an anti-vehicle platform. Though I think the direction of the nerf is a positive one as it (and the eHP buff for Myron/Grimsnes) addresses the huge disparity between STD Dropships and ADS Dropships. We'll need to see how effective the Incubus is as an AV platform going into Delta before coming to any conclusions but I'm willing to bet that the days where an Incubus swoops in and takes out a Tank before it has enough time to find cover are probably over. I'd imagine that Skill Stacking is probably the real reason we're seeing the nerf as dramatic as it is as a stacked Rail Incubus was sort of absurd. And now there's something you actually sacrifice for going into ADS rather than the ADS being an almost objectively better choice given the extra mobility and not having to rely on gunners for kills. I can't deny however that by making the RoF 3% instead of 10% you've removed a hell of a lot of the reason people actually skill into the individual ADS skills instead of just leaving it with having unlocking the ability to use them. It may be prudent to add a secondary bonus (not ammo related) down the line to re-incentivize dumping points into them
I'm actually more worried about the Python pilots in this scenario as the 15% (at max) RoF to Missiles doesn't seem justified compared to how much more fragile they are compared to the Incubus. I hope that we'll be tracking the effect of these changes closely as even pre-Delta I thought the Python's usefulness compared to the Incubus was dubious given the significant hit in tank one takes as a result.
Damage Profile stuff~
Probably means i'll be skilling into Shield Upgrades and Complex Shield Extenders to stick in the highs for my Gal. Heavy as having extra shields is going to be pretty important in HMG battles. May use some of my SP to max out HMG Proficiency while I'm at it.
Yes we can fit a 120 complex armor plate. However, it is useless... You are too slow if you fit that (even with the plate weight reduction skill at 5). If you are slow, you are dead, it is true today, and with delta, well it will be even truer
But if you pilot python only, I understand you feel happy about the ROF reduction...
As for the python, what was not normal was the inverted bonus on shield/armor on the rail turret, if that is corrected, pythons will no longer be more fragile. I currently play mine with shield extender, shield booster and afterburner and except if I don't fly correctly or if I'm exposed while out of active modules I can survive entire games without being destroyed.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
|
Fox Gaden
Immortal Guides
4297
|
Posted - 2014.09.22 15:28:00 -
[57] - Quote
Kosakai wrote:iam forge gun guner and ADS pilot... and i must say... you killed dropships now.... afterburner is the only one think what can save your ass in dropship... ADS is like paper plane... and if you cannot run away.... its the end + ROF nerf? why you did not delete em from the game? it will be totaly useless.... can i get back my lost SP in dropships please? Quit being a Drama Queen!
Just test the Dropships after Delta Drops. Analyse the abilities. If they got over-nerfed then document the problems and what needs to be done to bring them back into balance. Keep in mind that there are a lot of ADS pilots making YouTub videos, so any problems with ADS will be well documented. Not to mention the fact that there is a skilled ADS pilot on the CSM.
Yes there is a chance that ADS might be overnerfed. (I am not qualified to say one way or the other.) But of all the roles in the game, ADS pilots are about the best at presenting their case to CCP. If it is really a problem, I canGÇÖt see it staying that way past Hot Fix Echo.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Bright Cloud
Namtar Elite Gallente Federation
323
|
Posted - 2014.09.22 15:28:00 -
[58] - Quote
lol ya know the ROF nerf is beeing applied to the Incubus AND python? People are just gonna get the incubus over the python cause 15% faster shooting missiles are not worth it to have a flying pinata that can be shot down with a militia swarm launcher. ADS are just going to ignore each other cause they know that opening fire is just gonna be a waste of ammo.
Bright is the opposite of dark! Who would have thought of that?!
|
Foundation Seldon
Molon Labe. General Tso's Alliance
752
|
Posted - 2014.09.22 15:34:00 -
[59] - Quote
Evan Gotabor wrote:
Yes we can fit a 120 complex armor plate. However, it is useless... You are too slow if you fit that (even with the plate weight reduction skill at 5). If you are slow, you are dead, it is true today, and with delta, well it will be even truer
But if you pilot python only, I understand you feel happy about the ROF reduction...
As for the python, what was not normal was the inverted bonus on shield/armor on the rail turret, if that is corrected, pythons will no longer be more fragile. I currently play mine with shield extender, shield booster and afterburner and except if I don't fly correctly or if I'm exposed while out of active modules I can survive entire games without being destroyed.
For the record I have both the Python and Incubus skills at 4 so I'm coming at this from the perspective of having used and experienced both. I'm not "happy" about the RoF reduction but I understand the intent of the change as something that curbs the usefulness of skill stacking and encourages people to use the STD dropship along with it.
I disagree that the 120mm Plate makes the Incubus too slow, its still handedly more maneuverable than any STD dropship and though your acceleration takes a bit of a hit, with Afterburners you're still able to get out of dodge quickly enough that you'll appreciate having the extra protection against coordinated burst damage.
Pythons are still going to be fragile. The comment was more directed at AVs ability to take them on rather than just other Rail Incubi but having an extra 10% buffer to rail tech isn't going to cover the almost 1-1.5k difference in just raw hit points.
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DarthPlagueis TheWise
62
|
Posted - 2014.09.22 16:03:00 -
[60] - Quote
Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus.
just so sick of everything i use getting nerfed |
|
DarthPlagueis TheWise
62
|
Posted - 2014.09.22 16:05:00 -
[61] - Quote
Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus.
just so sick of everything i use getting nerfed |
Knox Firmus
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
31
|
Posted - 2014.09.22 16:15:00 -
[62] - Quote
Being a game design student, the Rifles page of changes made me laugh. I'm glad this happens in the industry too. |
g li2
Grupo de Asalto Chacal RISE of LEGION
195
|
Posted - 2014.09.22 16:34:00 -
[63] - Quote
Starting ISK reduced to 25K? It is what it is now.
CHACALES
¡¡¡HONOR!!!
|
Thang Bausch
Pierrot Le Fou Industries
220
|
Posted - 2014.09.22 16:35:00 -
[64] - Quote
About the only thing I am not happy with is the 15% projectile change. I agreed that they needed to level out (not fair that it was the only weapon that had less negative then positive), but really wish it had settled at 5%/-5% or 10%/-10%. Far from the end of the world, but a little disappointing.
I notice that there is nothing here for balancing commandos. Was that pushed out to a later release or not planned at all? The commando suites have a disproportionate number of disadvantages. |
JUPA SACH
1.U.P
138
|
Posted - 2014.09.22 16:38:00 -
[65] - Quote
g li2 wrote:Starting ISK reduced to 25K? It is what it is now. Wrong, right now the starting ISK is at 250K |
JUPA SACH
1.U.P
139
|
Posted - 2014.09.22 16:43:00 -
[66] - Quote
So now the assault SMG is an Assault Combat Rifle with less damage and less range....
Dont like it |
Evan Gotabor
Prima Gallicus
82
|
Posted - 2014.09.22 16:51:00 -
[67] - 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]
Video sent.
One last thing, outside all the downgrades you are bringing to the ADS, do you realise that without proper transport rewards and WP for mobile CRU, what you are doing with transport dropship is more or less useless right ? People won't put mobile CRU if there is no reward...
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1827
|
Posted - 2014.09.22 16:51:00 -
[68] - Quote
A couple of things:
1) Do you really want militia afterburners to have the same thrust increase as proto-afterburners? Given those stats why would anyone choose to use standard AB?
2) Could we actually get the rifle changes added in. I know all the changes are pretty minor but I'd like to see them none the less.
3) Since LAV are getting a hp buff will AV nades get a new looking at in Epsilon (or Echo or what ever you're going to call it)? They are already borderline useless with proto packed AV nades totally unable to take out even a militia LAV without sitting on a hive or a depot.
4) The sandard flaylock has less total ammo than the militia version. 20 compared to 24. This seems to be an error since the advanced can carry 24 and the proto can carry 28. I am assuming you meant to make the militia flaylock carry 20 total ammo as well.
Now with more evil.
|
Cat Merc
Onslaught Inc RISE of LEGION
12282
|
Posted - 2014.09.22 17:00:00 -
[69] - Quote
Well, since I cannot stand combat rifles and HMG's, I guess I'm going to go heavier on shields and lighter on armor to increase my speed.
My new fit has the same eHP (800) only sprints 1m/s faster (9m/s) but without the increased damage.
Overall survivability against HMG's and Combat Rifles should increase.
Feline overlord of all humans - CAT MERC
|
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
215
|
Posted - 2014.09.22 17:29:00 -
[70] - Quote
What tweak did he make to the cloak? It looks like he just made the decloak animation faster how does that qualify as a nerf?
Planetside 2
Eventually
Eh
|
|
Monty Mole Clone
Shiv M
219
|
Posted - 2014.09.22 17:29:00 -
[71] - Quote
the "little more heat build up" notation that was in the scram pistol handling characteristics was really meant for the scram rifle wasnt it? or should i just take off my tinfoil hat and remove the pencils from my nose
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol vizzzzzzz goes my laser
|
voidfaction
Nos Nothi
551
|
Posted - 2014.09.22 17:38:00 -
[72] - Quote
Evan Gotabor 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] Video sent. One last thing, outside all the downgrades you are bringing to the ADS, do you realise that without proper transport rewards and WP for mobile CRU, what you are doing with transport dropship is more or less useless right ? People won't put mobile CRU if there is no reward... They won't put CRU in anyway when they can just load up a few logi and uplink spam all the building rooftops then all switch to there assault, scout, heavy fittings the rest of the game.
|
voidfaction
Nos Nothi
551
|
Posted - 2014.09.22 17:44:00 -
[73] - Quote
THE-PIMP-NAMED-SLICKBACK wrote:What tweak did he make to the cloak? It looks like he just made the decloak animation faster how does that qualify as a nerf? The quicker the animation the better chance you will see the scout that shoots your head off when he pulls the trigger. You know because everyone that dies to a cloaked shotguner is mad because they didn't see the scout before they died and wants to be able to pick them out of a lineup. It wont make a difference |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
215
|
Posted - 2014.09.22 17:53:00 -
[74] - Quote
voidfaction wrote:THE-PIMP-NAMED-SLICKBACK wrote:What tweak did he make to the cloak? It looks like he just made the decloak animation faster how does that qualify as a nerf? The quicker the animation the better chance you will see the scout that shoots your head off when he pulls the trigger. You know because everyone that dies to a cloaked shotguner is mad because they didn't see the scout before they died and wants to be able to pick them out of a lineup. It wont make a difference
Is it so hard to give them a 1 - 3 second delay before any weapon can be drawn/fired? I just want a second or two to react before getting instapoped in the back, the decloaking sound isn't a warning to turn around but a death sentence. There's no drawback to a cloak shotgunner when you can blindside anyone with the slightest bit of practice and common sense.
Planetside 2
Eventually
Eh
|
Sequal Rise
Les Desanusseurs
64
|
Posted - 2014.09.22 17:58:00 -
[75] - Quote
What about scrambler rifle and every other rifles??? We need stats :3
Sorry for my bad english ^^
|
Bright Cloud
Namtar Elite Gallente Federation
324
|
Posted - 2014.09.22 18:01:00 -
[76] - Quote
voidfaction wrote:THE-PIMP-NAMED-SLICKBACK wrote:What tweak did he make to the cloak? It looks like he just made the decloak animation faster how does that qualify as a nerf? The quicker the animation the better chance you will see the scout that shoots your head off when he pulls the trigger. You know because everyone that dies to a cloaked shotguner is mad because they didn't see the scout before they died and wants to be able to pick them out of a lineup. It wont make a difference Doesnt really matter to be honest. Most scouts either attack from behind or from the side sure there are few occasions when they attack from the front but thats not a smart idea due to the lower HP you have as a scout.
Bright is the opposite of dark! Who would have thought of that?!
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
545
|
Posted - 2014.09.22 18:08:00 -
[77] - Quote
will the Officer Weapons be deployed? and will we get to see their numbers? |
Lonewolf Heavy
Chaotic Company
117
|
Posted - 2014.09.22 18:13:00 -
[78] - Quote
Has anyone noticed that Militia HMG range is at 5,250? That might be very, very bad .-.
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
85
|
Posted - 2014.09.22 18:14:00 -
[79] - Quote
So, when will it come out? Next week hopefully?
37 kills with nova knives
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2100
|
Posted - 2014.09.22 18:15:00 -
[80] - Quote
Mobius Kaethis wrote: 3) Since LAV are getting a hp buff will AV nades get a new looking at in Epsilon (or Echo or what ever you're going to call it)? They are already borderline useless with proto packed AV nades totally unable to take out even a militia LAV without sitting on a hive or a depot.
Where did you see that they were getting a buff?
Dust was real! I was there!
|
|
Radec fett
1
|
Posted - 2014.09.22 18:22:00 -
[81] - Quote
Is the assault CR getting that increased dispersion and damage?
Im a proud minmatar scout, ill cut u down with my knife or throw an RE , one way or another i will assassinate u...
|
Fox Gaden
Immortal Guides
4304
|
Posted - 2014.09.22 18:27:00 -
[82] - Quote
DarthPlagueis TheWise wrote:Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus. just so sick of everything i use getting nerfed Try using the really underpowered stuff. They all your stuff will get buffed!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2102
|
Posted - 2014.09.22 18:30:00 -
[83] - Quote
On the plus side, thanks, Ratatti, for fulfilling my request for a more or less viable mCRU Python fit. Though I wish you'd reduce the PG requirement of mCRU's PG by about 11 so that I could actually fit an ADV AB on with max fitting skillsGǪ
And to reiterate, reduce mCRU's fitting considerably to make up for the "wasted" defensive slot and change the mCRU skill to reduce spawn time by 10% per level.
Dust was real! I was there!
|
Lonewolf Heavy
Chaotic Company
118
|
Posted - 2014.09.22 18:51:00 -
[84] - Quote
Fox Gaden wrote:DarthPlagueis TheWise wrote:Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus. just so sick of everything i use getting nerfed Try using the really underpowered stuff. Then all your stuff will get buffed!
Look at the minmitar sentinel and commando. everyone laughed at it for being glass compared to the others and now it gets buffed . Even though I have all 4 commandos and Sentinels, I love my minmitar more then the rest and now its going to get some love!
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2153
|
Posted - 2014.09.22 19:06:00 -
[85] - Quote
Rifles Spreadsheet wrote:Multiple small tweaks to parameters that no one understands
Please elaborate, I am curious.
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
|
Dremel wp
Shadow Company HQ Lokun Listamenn
32
|
Posted - 2014.09.22 19:08:00 -
[86] - Quote
With the flaylock getting PG, can we get the fitting skill switched back to a PG reduction?
|
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
30
|
Posted - 2014.09.22 19:16:00 -
[87] - Quote
Nova Knife Optimization:
PG or CPU?
with all the sidearms needing more powergrid, my dual sidearm scout is suffering a bit. |
Kosakai
Eternal Beings
89
|
Posted - 2014.09.22 19:19:00 -
[88] - Quote
bolt pistol buff is only for headshot dmg? ami right?
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
MINJA KNIFER .......
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
570
|
Posted - 2014.09.22 19:26:00 -
[89] - Quote
Are officer Weapons and LP Store being filled out?
Overall, a nice looking Hotfix
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
Friendships are forged by war
|
Appia Nappia
1093
|
Posted - 2014.09.22 19:34:00 -
[90] - Quote
It's a sad day. The PLC is losing it's best quality, again. The arc is what gave it its flavor. Now it's just a tool for killing.
No longer shall I be launching a barrage up at groups of red dots standing on a tower from without standing in their line of fire.
So very tired
|
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Adipem Nothi
Nos Nothi
5124
|
Posted - 2014.09.22 19:44:00 -
[91] - Quote
Appia Nappia wrote:It's a sad day. The PLC is losing it's best quality, again. The arc is what gave it its flavor. Now it's just a tool for killing.
No longer shall I be launching a barrage up at groups of red dots standing on a tower from without standing in their line of fire.
An increase in speed should extend a parabolic arc rather than eliminate it. We'll have to wait-and-see :-)
Shoot scout with yes.
- Ripley Riley
|
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
30
|
Posted - 2014.09.22 19:49:00 -
[92] - Quote
I noticed large missiles got a -15 +15 profile. I was under the impression they were explosive, not projectile(kinetic). What about small missile turrets, what profile do they have ? |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2243
|
Posted - 2014.09.22 19:55:00 -
[93] - Quote
Just a comment about the Afterburner/Injector cooldown changes.
My belief has always been that the vehicle/AV balance equation is dynamic, meaning that the balance depends explicitly on the delta between vehicle and infantry time-based variables(e.g. velocity and acceleration, lock time and time-of-flight). Taking away incidental issues like correcting damage application calculations, etc., our balance issues have been not 'how much damage is AV infantry capable of generating' but rather 'how much damage can AV infantry apply' when vehicles decide to bugout.
It is very encouraging, therefore, to see this vehicle/AV balance pass focusing on a dynamic variable - well done! Adjustments may need to be made, but imo we are beginning to adjust the correct variables.
However....in a gameplay sense, it would be far preferable if adjustments to these dynamic balancing variables were made through player actions and sacrifices - e.g. AV infantry giving up grenade or weapons slots and exposing themselves to risk in order to apply limited-duration web grenades, 'inertial anchors', or 'einsteinian non-equivalence tensorial remappers' to vehicles.
In our hotfix world we have to take what we can get, and in this case what we're getting is very good imo, this is really just a note for future opportunities, in Dust or in Legion.
PSN: RationalSpark
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Spademan
Fatal Absolution General Tso's Alliance
3694
|
Posted - 2014.09.22 20:15:00 -
[94] - Quote
I think there's a mixup in Flaylock Ammo counts. Militia has 24 while Standard has 20.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
240
|
Posted - 2014.09.22 20:21:00 -
[95] - Quote
Dremel wp wrote:With the flaylock getting PG, can we get the fitting skill switched back to a PG reduction?
its only 5 pg for the core. I doubt anyone will invest into level 4 of an 8x multiplier skill just to save 1 PG
Its fine as is. The CPU reduction comes in handy since 1 point should reduce it to the same level as the SMG. You can really reduce the CPU on the flaylock when getting to level 4.
Not sure why everyone is so upset about it. It's not that bad, now the initial numbers were going to have the same PG levels as the SMG....now that was ridiculous.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Francois Sanchez
What The French Red Whines.
109
|
Posted - 2014.09.22 20:24:00 -
[96] - Quote
Nice work for the new players, I should try again to bring a few friends in (I failed a few times before ) And I have a question related to those free skills new players get, will we get the SPs we spent into them back?
Also there is something that shocks me when reading the SMG numbers, the assault SMG will have a smaller DPS and a smaller clip than a normal SMG, why anybody would use it? I thought the ASMG was supposed to have a higher DPS compensated by a smaller clip so that missing a few shots get you killed |
zzZaXxx
Vengeance Unbound
564
|
Posted - 2014.09.22 20:27:00 -
[97] - Quote
Rattati, what's with not giving us the specific information about rifle changes? I was really looking forward to seeing the final numbers all in one place, and seeing some specific numbers that haven't been shown yet, such as the degree of TAR's handling changes, etc. Instead there's just a note saying a bunch of obscure changes were made that no one will understand. Could we please have that information? It's very valuable and certainly of great interest to many of us. |
Coleman Gray
Opus Arcana Covert Intervention
1216
|
Posted - 2014.09.22 20:31:00 -
[98] - Quote
No Commando or Logi tweaking? D:
Original Commando, before all you posers just saying
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zzZaXxx
Vengeance Unbound
564
|
Posted - 2014.09.22 20:32:00 -
[99] - Quote
Francois Sanchez wrote:Nice work for the new players, I should try again to bring a few friends in (I failed a few times before ) And I have a question related to those free skills new players get, will we get the SPs we spent into them back? Also there is something that shocks me when reading the SMG numbers, the assault SMG will have a smaller DPS and a smaller clip than a normal SMG, why anybody would use it? I thought the ASMG was supposed to have a higher DPS compensated by a smaller clip so that missing a few shots get you killed It has a bit more range....but yeah reduced clip size together with increased clip size means it will burn through a clip real fast. Seems inferior now to standard. 2m of range isn't worth it. |
zzZaXxx
Vengeance Unbound
564
|
Posted - 2014.09.22 20:34:00 -
[100] - Quote
Kosakai wrote:bolt pistol buff is only for headshot dmg? ami right? No BP is beast now. |
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Sequal Rise
Les Desanusseurs
68
|
Posted - 2014.09.22 20:38:00 -
[101] - Quote
BP is finally gonna be useful!
Sorry for my bad english ^^
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1791
|
Posted - 2014.09.22 21:24:00 -
[102] - Quote
Where was discussion on such a huge Nerf to ADS ROF?
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
411
|
Posted - 2014.09.22 21:33:00 -
[103] - Quote
Appia Nappia wrote:It's a sad day. The PLC is losing it's best quality, again. The arc is what gave it its flavor. Now it's just a tool for killing.
No longer shall I be launching a barrage up at groups of red dots standing on a tower from without standing in their line of fire.
Two words: mass driver
Duct tape 2.0 ... Have WD-40; will travel.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1830
|
Posted - 2014.09.22 21:49:00 -
[104] - Quote
Vulpes Dolosus wrote:Mobius Kaethis wrote: 3) Since LAV are getting a hp buff will AV nades get a new looking at in Epsilon (or Echo or what ever you're going to call it)? They are already borderline useless with proto packed AV nades totally unable to take out even a militia LAV without sitting on a hive or a depot.
Where did you see that they were getting a buff?
Ha! You are right those are DS stats. I'm removing #3 from my post. Silly silly Mobius.
Now with more evil.
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1214
|
Posted - 2014.09.22 21:56:00 -
[105] - Quote
CCP Rattati wrote:Jebus McKing wrote:Quote:Injectors now heal Shields at same % as Armor
Assault Dropship ROF bonus to 3% per level from 10% Injectors are looking... interesting. Can't wait to try them out. As a part-time ADS pilot I have to say I like the ROF changes. This makes ADS less effective at attacking tanks. Also with that ADS price reduction getting sucker-punched by invisible AV now won't hurt as much anymore. Yep and also the cost of small turrets so should be even cheaper. And I also forgot to add the mobile CRU fitting reduction, will add it now. What ..??.. do we start getting wp's for CRU's now , did they finally fix that ???
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
542
|
Posted - 2014.09.22 22:29:00 -
[106] - Quote
JIRA - Yes
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
|
zzZaXxx
Vengeance Unbound
564
|
Posted - 2014.09.22 22:37:00 -
[107] - Quote
JIRA's bout to get smacked if I don't get more info on rifle changes. |
XxGhazbaranxX
Eternal Beings
1706
|
Posted - 2014.09.22 22:40:00 -
[108] - Quote
Hello,
I haven't played a lot in ages and haven't posted for longer than that I think; down to business though:
Assault Dropship changes
- ADS RoF nerf will completely erase the necessity of using these vehicles. Many people were mainly mad at the stacking and even then it was very rare to actually see a 2 player stacked python or incubus in the game. Remember, by making it 3%, having that huge sp sink is worthless now. Even in a maxed out situation, it will barely get the job done. Anyways, it is what it is, their usage was low, expect them to be lower now.
PLASMA CANNON CHANGES
- As a person with a complete plasma cannon tree (everything level 5 in it) I am going to say I love it but, projectile speed was a balancing factor of the PLC vs ADS. I can 2 shot a python with my maxed out dual PLC commando, and will be doing it a lot easier with this change. I thank you for that but be warned that people might start crying nerf the PLC. So heed my warning, do not listen to them and if you do revert the speed changes. THE PLC is not in need of any nerfing and is behaving perfectly as is.
BURST HMG CHANGES / ASSAULT HMG THOUGHTS
- HMG changes are welcome, I like the old burst pre-charlie and was having nerdgasms post charlie. Mostly all I use but when I started seeing it be used more than that standard I knew something was off. It was a bit overwhelming in battle and felt better than the regular at it's job. As CCP has stated before, variations should be niche weapons to fill a specific role inside a role and the burst HMG felt too much like a multipurpose tool
That being said the Assault HMG could do with a simple aiming mechanism reduction so that t has a tighter dispersion area to be able to hit those "long range" (as far as HMGs go) targets. Most DPS is lost in the dispersion with this one.
SNIPER RIFLES
- I like the range changes, red-line sniping was way out of hand. Coupled with a buff to damage I think it's a very good tradeoff. People can now hit harder (something some snipers were complaining about).
Plasma Cannon Advocate
Dust 514 Survivor
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anaboop
NECROM0NGERS
152
|
Posted - 2014.09.22 23:26:00 -
[109] - Quote
Large missile shotgun reload?
Not implemented yet? Or hotfix echo?
Fully sick Anaboop trading card
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
231
|
Posted - 2014.09.22 23:28:00 -
[110] - Quote
Cyrus Grevare if your out there please update protofits with the new data.
The Blazing Intellect Machine
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CCP Rattati
C C P C C P Alliance
7766
|
Posted - 2014.09.22 23:53:00 -
[111] - Quote
Vulpes Dolosus wrote:On the plus side, thanks, Ratatti, for fulfilling my request for a more or less viable mCRU Python fit. Though I wish you'd reduce the PG requirement of mCRU by about 11 so that I could actually fit an ADV AB on with max fitting skillsGǪ And to reiterate, reduce mCRU's fitting considerably to make up for the "wasted" defensive slot and change the mCRU skill to reduce spawn time by 10% per level.
Just for you
"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
7766
|
Posted - 2014.09.22 23:56:00 -
[112] - Quote
zzZaXxx wrote:Rattati, what's with not giving us the specific information about rifle changes? I was really looking forward to seeing the final numbers all in one place, and seeing some specific numbers that haven't been shown yet, such as the degree of TAR's handling changes, etc. Instead there's just a note saying a bunch of obscure changes were made that no one will understand. Could we please have that information? It's very valuable and certainly of great interest to many of us.
We have never shared those before, will have to check whether there was a reason for that.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Derrith Erador
Fatal Absolution
2679
|
Posted - 2014.09.23 00:04:00 -
[113] - Quote
What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard.
The preacher of Betty White, may her pimp hand guide me.
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Sequal Rise
Les Desanusseurs
69
|
Posted - 2014.09.23 00:05:00 -
[114] - Quote
CCP Rattati wrote: We have never shared those before, will have to check whether there was a reason for that.
Looking forward to it! It's the most impirtant part to me, with the niddle change^^
Sorry for my bad english ^^
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Cyrus Grevare
WarRavens Capital Punishment.
333
|
Posted - 2014.09.23 00:13:00 -
[115] - Quote
BlazeXYZ wrote:Cyrus Grevare if your out there please update protofits with the new data.
I'm trying to see how to approach this one, a lot of minute tweaks, but I'm on it
www.protofits.com - a Dust 514 fitting tool
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BL4CKST4R
La Muerte Eterna Dark Taboo
3105
|
Posted - 2014.09.23 00:18:00 -
[116] - Quote
CCP Rattati wrote:Extraneus Tercero wrote:1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge? 1. yes, 200% ion (had normal 150%), 150% flaylock (didn't have any), bolt 250% (had 150%) 2. higher for standard, lower for tactical 3. dont have a comparison, but imagine 30% faster, that's how much faster it is 3. Yes, but no overheat damage and the seize is much shorter. It feels like a long charge, and you can followup with a few normal shots. It's fun.
I'm pretty sure the ion will suck but I'm tired of being negative so I just hope it doesn't....
supercalifragilisticexpialidocious
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
231
|
Posted - 2014.09.23 00:19:00 -
[117] - Quote
Cyrus Grevare wrote:BlazeXYZ wrote:Cyrus Grevare if your out there please update protofits with the new data. I'm trying to see how to approach this one, a lot of minute tweaks, but I'm on it
Thankyou
The Blazing Intellect Machine
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sabre prime
Crux Special Tasks Group Gallente Federation
554
|
Posted - 2014.09.23 00:33:00 -
[118] - Quote
It's the simple things that please me. Like getting a free magsec on my medic starter fit. That Ion pistol on my frontline suit better be good though, losing my militia scrambler pistol because of it.
The slow blade penetrates the shield.
|
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CCP Rattati
C C P C C P Alliance
7769
|
Posted - 2014.09.23 00:37:00 -
[119] - Quote
Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF?
The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance.
I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards.
And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one.
I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much".
We will monitor the situation, and 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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Atiim
12404
|
Posted - 2014.09.23 00:39:00 -
[120] - Quote
CCP Rattati wrote:Ripley Riley wrote:In reference to 'Swarms - Maximum range': is this the range the missiles explode if they do not hit their intended target? Yes, because swarms travel either a distance, or a limited time, their increased speed would have allowed them to cover more ground. That's why we are hardcoding to 400m, because that's the distance that we balanced towards. So what your saying, is that 400m is it's absolute distance as opposed to displacement?
The 1st Matari Commando
-HAND
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CCP Rattati
C C P C C P Alliance
7774
|
Posted - 2014.09.23 00:52:00 -
[121] - Quote
Derrith Erador wrote:What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard.
What's that with max Core Grid skills?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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Derrith Erador
Fatal Absolution
2679
|
Posted - 2014.09.23 00:57:00 -
[122] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and 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. If it's based on making sure that it performs well, then yes. But I can tell you that nerfing both ROF and ABs are going to kill it. If you could at least make the ROF bonus a 7%, then further nerf it if it proves problematic, then I could accept that.
But I am 90% sure that these numbers will plummet the craft beyond useable, which is why I'm raising this much hell about it.
The preacher of Betty White, may her pimp hand guide me.
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Atiim
12405
|
Posted - 2014.09.23 00:58:00 -
[123] - Quote
Derrith Erador wrote: But I am 90% sure that these numbers will plummet the craft beyond useable, which is why I'm raising this much hell about it.
I don't mean to be inflammatory, but would you mind explaining why the RoF and AB nerfs will make ADSs useless?
The 1st Matari Commando
-HAND
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Kallas Hallytyr
Skullbreakers
792
|
Posted - 2014.09.23 00:58:00 -
[124] - Quote
CCP Rattati wrote:Derrith Erador wrote:What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard. What's that with max Core Grid skills?
-25%
MLT/STD 45 -> 33.75 ADV 40 -> 30 PRO 35 -> 26.25
Assuming the pilot deactivates after 5 seconds: minimum of 31.25s cycle up/down time.
Alt of Halla Murr.
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Evan Gotabor
Prima Gallicus
85
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Posted - 2014.09.23 00:59:00 -
[125] - Quote
CCP Rattati wrote:Derrith Erador wrote:What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard. What's that with max Core Grid skills?
And what about the overnerf of the ROF ? Please reconsider trying it at 5% instead of 3%... A x8 skill should not be that much useless... Or change entierly the bonuses of these skills. Wouldn't that solve both the problem of the stacking and the OP side of the ROF ?
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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CCP Rattati
C C P C C P Alliance
7775
|
Posted - 2014.09.23 01:01:00 -
[126] - Quote
Kallas Hallytyr wrote:CCP Rattati wrote:Derrith Erador wrote:What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard. What's that with max Core Grid skills? -25% MLT/STD 45 -> 33.75 ADV 40 -> 30 PRO 35 -> 26.25 Assuming the pilot deactivates after 5 seconds: minimum of 31.25s cycle up/down time.
So you are back in full force in 30 seconds, fully healed, in your dropship.
How long does it take infantry from being killed, respawn and walk from a a spawn point, on average?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Derrith Erador
Fatal Absolution
2679
|
Posted - 2014.09.23 01:03:00 -
[127] - Quote
CCP Rattati wrote:Derrith Erador wrote:What the hell is with nerfing our ROF to 3% per level? Most pilots agree it needed a nerf, but FFS, not by that much.
And a 45-35 second recharge on an AB is also immensely overboard. What's that with max Core Grid skills? 45-11.25=33.75 Way too much for a STD, possibly MLT, but not at STD. 40-10=30 for ADV 35-8.75=26.25 for PRO
If you don't want to make this module useless, subtracting the raw recharge by 10 seconds per tier will keep it from becoming useless, but keep it from being spammed. Keep in mind that the PRO AB costs us some tank, so it should trade out.
I will concede on this if I prove wrong about this, but I don't believe I am.
The preacher of Betty White, may her pimp hand guide me.
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Atiim
12405
|
Posted - 2014.09.23 01:11:00 -
[128] - Quote
CCP Rattati wrote: How long does it take infantry from being killed, respawn and walk from a a spawn point, on average?
Upon termination, each spawn is about 15s, along with the 5s it takes you to get to the deployment menu (you have to wait for the kill-screen to appear.
This is also increased by another 4-8s to select a fitting (which most people do upon death); all in all, as Infantry you're looking at 24-28s to get back into battle (on average).
The 1st Matari Commando
-HAND
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1795
|
Posted - 2014.09.23 01:31:00 -
[129] - Quote
Atiim wrote:CCP Rattati wrote: How long does it take infantry from being killed, respawn and walk from a a spawn point, on average?
Upon termination, each spawn is about 15s, along with the 5s it takes you to get to the deployment menu (you have to wait for the kill-screen to appear. This is also increased by another 4-8s to select a fitting (which most people do upon death); all in all, as Infantry you're looking at 24-28s to get back into battle (on average). Assuming maximum spawn time.
Spawns can also be 3 seconds. This reduces your time to 12-16 seconds. Also you don't have to select a new fit, reducing your time to 8-12 seconds. Shortest time possible is 7 seconds, assuming your trying to get back as soon as possible.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Derrith Erador
Fatal Absolution
2679
|
Posted - 2014.09.23 01:38:00 -
[130] - Quote
Atiim wrote:Derrith Erador wrote: But I am 90% sure that these numbers will plummet the craft beyond useable, which is why I'm raising this much hell about it.
I don't mean to be inflammatory, but would you mind explaining why the RoF and AB nerfs will make ADSs useless? The ROF and AB modules are our key components. Aside from reload speed, these two tools are the most important things to an ADS and what makes us so effective. Well, that, and the fact that the flight ceiling is WAY too high.
The AB is what helps me transport troops to a point quickly, the ROF helps me clear away AV nests and areas for reattack on a point, and if I hot dropped my people onto said point, I can much more effectively help them secure it.
I'm again, not saying that the AB and ROF shouldn't be nerfed, I'm saying that nerfing them both at the same time, AND to the level they're nerfed is going overboard.
The preacher of Betty White, may her pimp hand guide me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
548
|
Posted - 2014.09.23 01:38:00 -
[131] - Quote
Kaeru Nayiri wrote:I noticed large missiles got a -15 +15 profile. I was under the impression they were explosive, not projectile(kinetic). What about small missile turrets, what profile do they have ?
I also noticed that we buffed Supply Depot range to 26m, from 16m. Map design and supply depot placement with the original intended range might not accommodate this very well. It would be very silly and dumb if we start getting resupplied through walls or even through the floor.
It so vehicles can be resupplied by the depots sitting on the second floor of outposts. On some maps vehicles can't reach the supply depot because it at an elevated position. This will help |
Omega Black Zero
Condotta Rouvenor Gallente Federation
104
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Posted - 2014.09.23 01:45:00 -
[132] - Quote
From when I stole a few ADS with no ADS skills, I noticed no issue in my ability to kill with a missle turret (without any sort of increased rotation skills). An ADS doesn't need bonus skills to excel... |
Zindorak
1.U.P
935
|
Posted - 2014.09.23 01:52:00 -
[133] - Quote
Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me
Pokemon master!
I suck at Tekken lol
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B-F M
Ghosts of Dawn General Tso's Alliance
44
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Posted - 2014.09.23 02:12:00 -
[134] - Quote
What are "Special Issue Starter Fits" (under Non-numerical)?
GöÇGòñGòªn++ Ghosts of Dawn // now recruiting. n++GòªGòñGöÇ
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Miokai Zahou
WarRavens Capital Punishment.
392
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Posted - 2014.09.23 02:17:00 -
[135] - Quote
Please redo the ROF for ADS skill to at least 5% per level instead of the 3% crap you just placed without the community discussing about it. Combing the AB nerf this makes piloting the ADS pretty much worthless to use.
What ever happened to taking things slowly in baby step introductions as you guys (CCP) said you would do? I guess hypocrisy runs rife in decision making and lacking of community information engagement to controversial 'updates' will be the norm...
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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Derrith Erador
Fatal Absolution
2679
|
Posted - 2014.09.23 02:47:00 -
[136] - Quote
Miokai Zahou wrote:Please redo the ROF for ADS skill to at least 5% per level instead of the 3% crap you just placed without the community discussing about it. Combing the AB nerf this makes piloting the ADS pretty much worthless to use.
What ever happened to taking things slowly in baby step introductions as you guys (CCP) said you would do? I guess hypocrisy runs rife in decision making and lacking of community information engagement to controversial 'updates' will be the norm... another issue with that is the fact that the python will become useless in this patch.
Currently if the 3% goes through we will get a 15% reduction to ROF.
1.20-15%(.18)=1.02
The max amount of shields a python can fit with an AB is 3244 ATM, and that requires two slots on high, and lvl 4 PG optimization on missiles.
I currenlty have an incubus that has 4247 armor, and a complex light rep unit, and i only needed one low slot to fit this. So let me present this to you Rattati, I do not have any shield boosters on that python fit. Would you rather fly the giant brick that have over 4k armor, or the python that gets less tank, but just a little more ROF.
The preacher of Betty White, may her pimp hand guide me.
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 03:13:00 -
[137] - Quote
This is how they do it guys. If ADS is as bad off as you think it will be they'll buff them in Echo. And remember, theyre a lot cheaper now too, as are their turrets. |
zzZaXxx
Vengeance Unbound
567
|
Posted - 2014.09.23 03:17:00 -
[138] - Quote
Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. |
Mobius Wyvern
Onslaught Inc RISE of LEGION
5325
|
Posted - 2014.09.23 03:29:00 -
[139] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta. We shall see. I shall abstain from further complaint until I get my hands on the changes.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Orphan Shadow
Waiting For Deployment
55
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Posted - 2014.09.23 03:30:00 -
[140] - Quote
DarthPlagueis TheWise wrote:Fox Gaden wrote:DarthPlagueis TheWise wrote:omg wow does that assault scp nerf **** me off. seriously **** this game... thanks for making the ion pistol the new carthum assault scp you idiots. this really makes me wish i could just bring myself to biomass. The Assault Scrambler Pistol still has a substantial range advantage over the Ion Pistol, and I believe it still has a substantially greater head shot bonus. just so sick of everything i use getting nerfed Darth - The Ion Pistol today is garbage compared to ScP, and more SP intensive. I use both. This change is badly needed
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Lonewolf Heavy
Chaotic Company
121
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Posted - 2014.09.23 03:45:00 -
[141] - Quote
I am going to quickly just say that, ABs having 35-45sec recharge actually makes sense considering that they have had a 10 second delay while the fuel injector has almost always had a 30second delay. So, seeing the AB is the aerial Version the of Fuel injector. It makes sense to have them be similar in delay. Also The drop in the rate of fire on ADS is not going to kill it, You still will be firing fast, and your after burner will let you fly away like a coward instead of just evading my swarms (seeing they wont be able to turn as sharp after delta). You are just going to have to hide out and sit all the way in your red line for awhile because you aren't a good enough pilot to just dodge the swarms and rather just wait for your AB's to recharge.
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
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CommanderBolt
TerranProtossZerg
1707
|
Posted - 2014.09.23 03:47:00 -
[142] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta.
Rattati, appreciate you holding your hands up and admitting this is your doing. I could go off on a long rant but that would not be productive. I will just say this.
Watch as the popularity of ADS pretty much drops to 0. I rarely see them as it is.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1797
|
Posted - 2014.09.23 03:47:00 -
[143] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta. I disagree with your assertions, but I respect and admire your response.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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CommanderBolt
TerranProtossZerg
1707
|
Posted - 2014.09.23 03:48:00 -
[144] - Quote
Lonewolf Heavy wrote:I am going to quickly just say that, ABs having 35-45sec recharge actually makes sense considering that they have had a 10 second delay while the fuel injector has almost always had a 30second delay. So, seeing the AB is the aerial Version the of Fuel injector. It makes sense to have them be similar in delay. Also The drop in the rate of fire on ADS is not going to kill it, You still will be firing fast, and your after burner will let you fly away like a coward instead of just evading my swarms (seeing they wont be able to turn as sharp after delta). You are just going to have to hide out and sit all the way in your red line for awhile because you aren't a good enough pilot to just dodge the swarms and rather just wait for your AB's to recharge.
Lol you can't dodge the swarms , unless by dodge you mean hugging buildings and such.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Lonewolf Heavy
Chaotic Company
121
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Posted - 2014.09.23 03:51:00 -
[145] - Quote
CommanderBolt wrote:Lonewolf Heavy wrote:I am going to quickly just say that, ABs having 35-45sec recharge actually makes sense considering that they have had a 10 second delay while the fuel injector has almost always had a 30second delay. So, seeing the AB is the aerial Version the of Fuel injector. It makes sense to have them be similar in delay. Also The drop in the rate of fire on ADS is not going to kill it, You still will be firing fast, and your after burner will let you fly away like a coward instead of just evading my swarms (seeing they wont be able to turn as sharp after delta). You are just going to have to hide out and sit all the way in your red line for awhile because you aren't a good enough pilot to just dodge the swarms and rather just wait for your AB's to recharge. Lol you can't dodge the swarms , unless by dodge you mean hugging buildings and such.
Read the notes for Hot fix delta, They are reducing the turn speed on swarms, meaning you can actually dodge them now
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
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CommanderBolt
TerranProtossZerg
1708
|
Posted - 2014.09.23 03:58:00 -
[146] - Quote
Lonewolf Heavy wrote:CommanderBolt wrote:Lonewolf Heavy wrote:I am going to quickly just say that, ABs having 35-45sec recharge actually makes sense considering that they have had a 10 second delay while the fuel injector has almost always had a 30second delay. So, seeing the AB is the aerial Version the of Fuel injector. It makes sense to have them be similar in delay. Also The drop in the rate of fire on ADS is not going to kill it, You still will be firing fast, and your after burner will let you fly away like a coward instead of just evading my swarms (seeing they wont be able to turn as sharp after delta). You are just going to have to hide out and sit all the way in your red line for awhile because you aren't a good enough pilot to just dodge the swarms and rather just wait for your AB's to recharge. Lol you can't dodge the swarms , unless by dodge you mean hugging buildings and such. Read the notes for Hot fix delta, They are reducing the turn speed on swarms, meaning you can actually dodge them now
Yea I noticed, from a figure of "90" what ever that means, to "80". That is like a ~11% decrease or so. I honestly doubt you will be dodging swarms now.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Kallas Hallytyr
Skullbreakers
792
|
Posted - 2014.09.23 04:06:00 -
[147] - Quote
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?
Alt of Halla Murr.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
552
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Posted - 2014.09.23 04:08:00 -
[148] - Quote
CCP Rattati, quick question.
Can you explain the "proposed zoom" number change? I see on a charge it is going from 18 to 15 and the Thales is going from 18 to 15. Is that a degrees of vision number? And does that mean the charge is getting a zoom increase while the Thales is getting a zoom decrease? Or am I totally misreading those numbers.
It was also mentioned by someone else, but, the HMG effective range. 5,250. Can you explain what that number is? Thanks for all the work you are doing to make this game bad freaking ass!
Thokk Kill. Thokk Crush. Thokk Smash.
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CCP Rattati
C C P C C P Alliance
7792
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Posted - 2014.09.23 04:45:00 -
[149] - Quote
Kallas Hallytyr wrote:MLT Afterburners appear to have 150% Thrust, which is the same as a Delta PRO Afterburner.
They all have the same Thrust today? Deleted some confusing extra columns from the spreadsheet.
"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
7792
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Posted - 2014.09.23 04:48:00 -
[150] - Quote
man- bear pig wrote:Can you explain the dropsuit changes, or how the spreadsheet is supposed to be read? The spreadsheet isn't exactly clear as to which proposed numbers refer to what Race. Also, what is the "AM-GA" and "GA-MM" columns referring to?
Only yellow cells are going to change, Gallente and Caldari have the same hitpoints so we were making sure that Amarr and Minmatar had the same difference in hitpoints from the GA&CA baseline. Just for parity.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 04:54:00 -
[151] - Quote
CCP Rattati wrote:zzZaXxx wrote:Rattati, what's with not giving us the specific information about rifle changes? I was really looking forward to seeing the final numbers all in one place, and seeing some specific numbers that haven't been shown yet, such as the degree of TAR's handling changes, etc. Instead there's just a note saying a bunch of obscure changes were made that no one will understand. Could we please have that information? It's very valuable and certainly of great interest to many of us. We have never shared those before, will have to check whether there was a reason for that. Ok, thanks! |
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 04:54:00 -
[152] - Quote
Extraneus Tercero wrote:CCP Rattati wrote:Extraneus Tercero wrote:1. Did the headshot multipliers for pistols make it? If so which are the numbers 2.is the zoom for the tac sniper lower or higher? and vice versa for standard. 3.how fast is the plasma cannon compared to say a Forge gun? 4. Does the ion pistol still overheat after 1 full charge? 1. yes, 200% ion (had normal 150%), 150% flaylock (didn't have any), bolt 250% (had 150%) 2. higher for standard, lower for tactical 3. dont have a comparison, but imagine 30% faster, that's how much faster it is 3. Yes, but no overheat damage and the seize is much shorter. It feels like a long charge, and you can followup with a few normal shots. It's fun. Does half charge still over heat?
yes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 04:56:00 -
[153] - Quote
Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle...
We mentioned it briefly as an idea, it got no traction nor interest, and many questioned whether it was necessary. That was the end of it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 04:57:00 -
[154] - Quote
Harpyja wrote:Extraneus Tercero wrote:Bright Cloud wrote:Harpyja wrote:What? No Gunnlogi EHP buff? WTH! The Gunnlogi now has the same base EHP as a MEDIUM vehicle... Shield hardeners give the highest resistance bonus out of all modules. I think thats a decent thing to have. And most gunnlogis stack shield modules aswell on top of armor. Plus large rail now do more damage to armor than shield Though missiles also got a damage buff against shield. Oh and I also just noticed something Militia fuel injectors provide the same speed boost as prototype? Uhm, CCP?! Edit: sorry, totally meant afterburners They always have had the same speed boost.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 05:04:00 -
[155] - Quote
Mobius Kaethis wrote:A couple of things:
1) Do you really want militia afterburners to have the same thrust increase as proto-afterburners? Given those stats why would anyone choose to use standard AB?
2) Could we actually get the rifle changes added in. I know all the changes are pretty minor but I'd like to see them none the less.
3) The sandard flaylock has less total ammo than the militia version. 20 compared to 24. This seems to be an error since the advanced can carry 24 and the proto can carry 28. I am assuming you meant to make the militia flaylock carry 20 total ammo as well.
And a single question:
Any chance of getting another balance pass done on AV grenades? They are borderline useless right now with even proto packed AV nades unable to kill a militia LAV unless you stand on a nanohive or a depot.
1) Afterburner boost has always been the same for all tiers. 2) We will not post numerical changes, but we can share the designs per weapon 3) Thanks, that militia ammo is an error, we will fix it. 4) Yes, we can take a look at that, usually I launch 2 swarms and double tap 2 grenades and then line up the 3 swarm shot when the HAV is fleeing. Usually he gets away though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 05:05:00 -
[156] - Quote
Radec fett wrote:Is the assault CR getting that increased dispersion and damage?
Will post the intent of the rifle changes under the Rifles page
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
207
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Posted - 2014.09.23 05:05:00 -
[157] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta.
Really man, i've tried to reason with you but you are really making stuff up to justify the nerfs.
''it transports infantry and uplinks'' It only transports infantry (like i dunno, a dropship should, and every dropship does) and infantry drop the links.
''decimates infantry and vehicles''
Every single weapon in Dust kills infantry. Thats the weakest excuse so far. You need to back it farther than this anecdotal B.S. Show us the stats that say ADS are the top of leaderboards. Dont say ''they went 15-0'' or even ''20-0'' when top players regularly get 30+ kills a match.To kill heavy vehicles you need level 5 ROF or 2.2 million SP invested into dropships. You need level 3 to kill other dropships. Last time i checked shotgun scouts and HMGs were the leading killers of dust.
Show the stats: What killed more tanks or vehicles since 1.8. AV, tanks or Dropships?
''intercepts RDVs and vehicle delivery'' Flat out lie. Large turrets have a massive issue taking down RDVs. RDVs take out dropships. There has never been in the history of dust, and RDV that got shot down by a dropship. Vehicles dropped off can be intercepted by anybody.
''avoids swarms with ease'' no, avoids one swamer by leaving the entire frigging battle. A tank can avoid one swarmer with ease. An LAV can avoid one swarmer with ease. Anything mobile can avoid a single swarmer. In a tank i can pull up and blast him in the face. I can jump out of an LAV and shoot him in the face. In Dropship i have to fly away, regroup, guess his position, make a pass to see if there are multiple swarms and make a second pass to kill him outright or drop in a team mate.
''The only counter is a mass team shift to AV, and forges''
Wrong again, its not the only counter. 1 swarmer is enough to drive away any ship, a swarmer + 1 forge gunner is complete area denial. The whole team isn't on team chat to tell each other to switch to AV. They all want a crack at taking don the dropship. What makes this unique to dropships? When there's a heavy driving around in an LAV guess how many players switch out to AV.
Based on experience? What experience do you have? You sad yourself tht you tried swarms for one day, refuse to fly with anybody who offers, claiming flying isnt nessary, and when you pull out charts they are tweaked to meet your own conclusions.
''Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one''
The only difference between a pilot ejecting and calling in a second dropship and killing a pilot who respawns and calls in another dropship is 50+ warpoints. You have a hard time taking down dropships tht doesn't mean everybody else does.
The discussion hasn't shifted to pilots saying the ADS is OP just you and soraya and few other terrible swarn players repeating it over and over and over to the point where if some of us don't give in to a Dev we might get hit in the face with the nerf bat. Not surprisingly this is exactly what happened anyway.
Really i don't know which pilot make you throw your controller at the screen, but this attitude is exactly what I would expect from someone who admittedly knows nothing about the ADS or Dropships, got no numbers or facts yet insists what ever kills him or her is OP. ''Its not me its them''
TL;DR Stop balancing off of your rage quitting. Stop backing up your claims with anecdotal B.S. that you say pilots use when we explain in page after page of what happens when we fly. Show us the numbers that say the Assault Dropship kills the most troops, the most vehicles than any other suit, weapon, or vehicle in the game. Show the numbers that say they survive the most damage in the game. Show the numbers that say assault dropships are the most used vehicle in the game.
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
7794
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Posted - 2014.09.23 05:06:00 -
[158] - Quote
Vulpes Dolosus wrote:On the plus side, thanks, Ratatti, for fulfilling my request for a more or less viable mCRU Python fit. Though I wish you'd reduce the PG requirement of mCRU by about 11 so that I could actually fit an ADV AB on with max fitting skillsGǪ And to reiterate, reduce mCRU's fitting considerably to make up for the "wasted" defensive slot and change the mCRU skill to reduce spawn time by 10% per level.
So you want the PG to be 4? Nice try
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:16:00 -
[159] - Quote
Kaeru Nayiri wrote:Nova Knife Optimization:
PG or CPU?
PG
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:21:00 -
[160] - Quote
zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me.
All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:22:00 -
[161] - Quote
Tesfa Alem wrote:TL;DR Stop balancing off of your rage quitting. Stop backing up your claims with anecdotal B.S. that you say pilots use when we explain in page after page of what happens when we fly. Show us the numbers that say the Assault Dropship kills the most troops, the most vehicles than any other suit, weapon, or vehicle in the game. Show the numbers that say they survive the most damage in the game. Show the numbers that say assault dropships are the most used vehicle in the game.
Feelin your pain my friend but you gotta be a little more patient. This is just the first step of balancing the ADS. Like he said, you can't balance something that has such an extreme bonus. First step is to change its bonus to something reasonable, and also its cost and the cost of its turrets. This way they can be used more often but won't be so overly game changing when they are. They won't be UP, but--for the cost--they might be too hard to keep alive while being aggressive now. If so then they'll buff them in Echo. They have to make these changes in steps. In Delta they're ripping off the bandaid and pouring on the disinfectant, and you're gonna feel it. But they will keep applying more remedies until they get it right.
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:22:00 -
[162] - Quote
CommanderBolt wrote:CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta. Rattati, appreciate you holding your hands up and admitting this is your doing. I could go off on a long rant but that would not be productive. I will just say this. Watch as the popularity of ADS pretty much drops to 0. I rarely see them as it is.
Every mcc battle I played had at least one ADS, hardly scarce.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:28:00 -
[163] - Quote
CCP Rattati wrote:Radec fett wrote:Is the assault CR getting that increased dispersion and damage? Will post the intent of the rifle changes under the Rifles page Noooooooo why not the numbers?? :( |
zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:30:00 -
[164] - Quote
CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier? |
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:35:00 -
[165] - Quote
Kallas Hallytyr wrote:Lonewolf Heavy wrote:Read the notes for Hot fix delta, They are reducing the turn speed on swarms, meaning you can actually dodge them now Wow, a whole 10 degrees And Rattati, one of the biggest reasons people really disliked the Devs before you was because they just did stuff on a whim. If you'd just given us some warning it would've been good. And really, why such a massive swing? I'm not just talking about the huge chunk ripped off the ROF, but you're changing a good half dozen variables at once. Well hell, I might as well throw it out: can you please try flying? You're apparently willing to try the AV side of things, but we have had at least two pilots offer to get you airborne ISK free but you seem unwilling to actually experience what pilots do? Why? I can understand if you've been annoyed recently at the ADS threads, but really a lot of these changes feel, to me, to be pretty witch-hunty. Are ADS changes needed? Sure. But they don't need to be so heavy handed nor so rapid: ADSs are very effective, perhaps overly so in some ways, but they are not so powerful as to ignore everything. You say that ADSs aren't destroyed enough: how much do your statistics tell you about how long pilots have been flying? Which ADSs, in particular, survive too much?
What makes you state that this is done on a whim, I have done my best to explain in detail and facts why we believe these changes are necessary?
Now it's, "it shouldn't be 3%, it should be 5% or even 7%". That 7% proposal never came from the pilots during the multiple Delta threads and discussions. Pretty sure, if the Delta proposal had been 5%, the ADS community would say it should be 7%. We were waiting for counter proposals and they never came, and I understand why, but that's siege mentality, that we as a community could do without.
Simply, the ADS community as a whole, refused completely to take part in the feedback discussions. No give and take.
I would much rather want veteran players come forward and admit that some things need balancing, and that they try to influence the smartest and best ways to do so instead of defending the status quo, tooth and nail.
Someone said, let's see how Delta goes, we will look at the numbers, you collect your feedback and let us know, a single ROF change can be done during any TQ downtime, any workday.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7795
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Posted - 2014.09.23 05:36:00 -
[166] - Quote
zzZaXxx wrote:CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier?
They all have the same range now. Please read this again
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sgt Kirk
Fatal Absolution
7616
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Posted - 2014.09.23 05:41:00 -
[167] - Quote
Reading is fundamental.
Something's wrong when you regret
Things that haven't happened yet
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 05:45:00 -
[168] - Quote
CCP Rattati wrote:zzZaXxx wrote:CCP Rattati wrote:zzZaXxx wrote:Zindorak wrote:Can't wait to see the rifle changes. The ScP nerf kind of dissapointed me All sidearms had their range nerfed, so that doesn't count. And ASP and ASMG both got nerfed so that they're different, not just better, so that also doesn't count. Otherwise dmg went down and rate of fire went up. Not that bad it seems to me. All sidearms had their range tiericided, STD got longer range, PRO shorter, in most cases. I'm confused. Standard has longer range than proto? And why vary the range from STD to PRO when you gave each type of rifle all the same range regardless of tier? They all have the same range now. Please read this again Whoooooops I'm an idiot. Got it. |
Arkena Wyrnspire
Fatal Absolution
17802
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Posted - 2014.09.23 06:03:00 -
[169] - Quote
I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge.
The forums have ruined me.
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CCP Rattati
C C P C C P Alliance
7798
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Posted - 2014.09.23 06:33:00 -
[170] - Quote
Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge.
We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin.
Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sinboto Simmons
SVER True Blood Public.Disorder.
6367
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Posted - 2014.09.23 06:44:00 -
[171] - Quote
I can't seem to find the release date, revealed yet?
I would imagine soon.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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voidfaction
Nos Nothi
554
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Posted - 2014.09.23 06:48:00 -
[172] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge. We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin. Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal. So much for the Ion charged shot followed by Bolt finisher as a scout ;-(
Thanks for the shorter sieze time.
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zzZaXxx
Vengeance Unbound
567
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Posted - 2014.09.23 07:00:00 -
[173] - Quote
Sinboto Simmons wrote:I can't seem to find the release date, revealed yet?
I would imagine soon. Hopefully Wednesday. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
549
|
Posted - 2014.09.23 07:07:00 -
[174] - Quote
voidfaction wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge. We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin. Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal. So much for the Ion charged shot followed by Bolt finisher as a scout ;-( Thanks for the shorter sieze time.
Bolt pisto headshot then ion pistol charge shot? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1912
|
Posted - 2014.09.23 07:26:00 -
[175] - Quote
1. Why have large missiles been changed 'in accordance with projectile changes'? They're explosives, surely?
2. The small blaster buffs look too big, it will just be the same issue as with small rails at present - rapid fire+splash=instantakill even if you miss.
3. Rifles Quote:Multiple small tweaks to parameters noone understands That's informative...
4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second').
5. And finally we get to the sniper rifles. Absurdly OP. As ground-pounding infantry I expect I will be uninstalling when Delta launches. |
Sequal Rise
Les Desanusseurs
70
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Posted - 2014.09.23 07:56:00 -
[176] - Quote
I'm getting tired of reading so many lies from ADS users. You guys are saying "but how will I kill tanks?" Or "How will I transport troops?" Do you want to know how many times I saw a ADS destroying a tank? ONCE. Only once. And I'm playing a lot every day.
Now you think this nerf is abused? Well I dont. I'll tell you why: You have proto turret that can deal 800+ damage in one shot even if you miss it by 3-4 meters, and if it's not enough to kill anyone, the second shot following in a second of time will do the job! This is obviously way too effective for one reason: you can runaway to safe places very fast right after kicking everybody's ass. What would it feels like if my assault suit would have an AB on its ass that makes me fly away from battle right when I start getting shot?
Rattati explained it perfectly, right now it takes at least 2-3 good forge gunners to take down a decent pilot. No matter what you may think, this isn't normal at all. That means that 1 player needs on his own, 3 others to kill him. Don't you see a problem here? It was the same with tanks. It unbalances the whole match! AI can easily kill AV because there are not enough AI in the Av team to get rid of them.
Then some says "But it costs hard!" The assault/logis you OS costs about 250k. They can't OS you.
I know I'm seeing this only from an infantry point of view, but seeing every ADS users whining on their rof decrease while they just wreck everything out is pissing me off.
Sorry for my bad english ^^
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CCP Rattati
C C P C C P Alliance
7808
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Posted - 2014.09.23 08:51:00 -
[177] - Quote
Ryme Intrinseca wrote:1. Why have large missiles been changed 'in accordance with projectile changes'? They're explosives, surely? 2. The small blaster buffs look too big, it will just be the same issue as with small rails at present - rapid fire+splash=instantakill even if you miss. 3. Rifles Quote:Multiple small tweaks to parameters noone understands That's informative... 4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second'). 5. And finally we get to the sniper rifles. Absurdly OP. As ground-pounding infantry I expect I will be uninstalling when Delta launches.
1. Well they are Projectiles, and don't call me Shirley 2. Range vs DPS, Small Rails have twice the range 3. Don't you think 4. You have to factor in the charge-up, I made the same mistake 5. We'll see. I was killed once by a Thale's in the MCC event, a single death to a sniper rifle in 30-40 battles.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Foehammerr
OSG Planetary Operations Covert Intervention
55
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Posted - 2014.09.23 09:03:00 -
[178] - Quote
A few questions and comments from me: -ADS situation As a budding incubus pilot myself I'm not too fond of what happened to my 'Fat Littlebird'. Having low SP set into this suite of skills, I heavily have to rely on afterburner to evade swarms, as even militia ones would get a good amount into my armor. The rof also hurts me the most as I was one of the few who put blasters on my incubus. I try to fly it like littlebirds from battlefield and the high RoF bonus was one of the few saving graces of the fit as the super short range and poor accuracy (or hyper accuracy) coupled with comparitively high falloff made it way more difficult to use co.pared to rails and easy mode win - button missile Launchers (the real issue) . Hopefully the splash will remedy this. The increase in cool down also affect my Grimsnes though the EHP buff will hopefully off set it. I guess I'll drop my ability and put on a mCRU then with my scanner.
-Plasma Cannon As an avid user of it (proficiency 5 fitting optimization 5), I'm cautiously optimistic, though I'm not sure how it'll perform now. I feel like I'll have to relearn how to use it.
Question: does the reduction in price apply to faction turrets as well? Also while this is off topic I figured I might as well ask here with the other stuff swing as though I might get a direct response. I noticed last night that in the Fed Marine loyalty store, the Fed Duvolle AR (not the specialist variant) is no longer in the store. Is there something I am missed?
Lastly, when will we be seeing this?
Rangers Lead The Way!
Beta Vet since 2/5/2013
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CommanderBolt
TerranProtossZerg
1719
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Posted - 2014.09.23 09:11:00 -
[179] - Quote
Foehammerr wrote:A few questions and comments from me:
-Plasma Cannon As an avid user of it (proficiency 5 fitting optimization 5), I'm cautiously optimistic, though I'm not sure how it'll perform now. I feel like I'll have to relearn how to use it.
As a relativly new user of the PLC I started my first week using just the basic cannon with a lack of skills. I then dumped a ton of SP into it and just changing the operation skill from level 1 to level 5 , well it seemed like a whole new toy having the faster charge time.
I fully predict that the 30 ish % speed increase will require a new relearning of the weapon and I look forward to that.
My only issue is I can't for the life of me figure out why randomly the projectile just goes through people without hitting or exploding or anything. Literally my only grip with an otherwise amazingly fun weapon.
Btw foe, you using it with one of your commandos I guess right? How does that go for you?
I use a balls to the wall speed fit scout so I can do run bys with it , I don't feel like I could enjoy the weapon on a slow moving suit.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Jebus McKing
Legio DXIV
665
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Posted - 2014.09.23 09:14:00 -
[180] - Quote
Ryme Intrinseca wrote:4. DPS is RoF/60*damage. Do that for the bolt pistol and you get 630, which seems a bit INCREDIBLY HIGH! I guess the lower figure of 388 is arrived at by disregarding the final shot (which arrives 'at the end of the second').
Currently you can empty a BoP clip in 4.5 seconds. That is one shot per 0.75 sec. This gives the BoP a DPS of ~198 at the moment.
The increased damage per shot from hotfix delta will result in a DPS of ~336, which still is less than any other sidearm (actually ~57 DPS less than the average of the other sidearms) but due its long range the BoP now should be a useful sidearm instead of that joke weapon that it is today.
You have to post numbers and math to be taken seriously. // @JebusMcKing
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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
|
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
|
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
|
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
|
Doyle Reese
OSG Planetary Operations Covert Intervention
514
|
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
|
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
|
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
|
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
|
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
|
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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Stefan Stahl
Seituoda Taskforce Command
746
|
Posted - 2014.09.23 19:52:00 -
[211] - Quote
Kaeru Nayiri wrote: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. A very good thought, actually.
Could it be that the stray WP I sometimes receive for half the match are from uplinks that have been deployed within the timeframe of the transport assist? That would explain that behavior. Can't test this myself though. |
Cross Atu
OSG Planetary Operations Covert Intervention
2895
|
Posted - 2014.09.23 20:03:00 -
[212] - Quote
Atiim wrote:CCP Rattati wrote: How long does it take infantry from being killed, respawn and walk from a a spawn point, on average?
Upon termination, each spawn is about 15s, along with the 5s it takes you to get to the deployment menu (you have to wait for the kill-screen to appear. This is also increased by another 4-8s to select a fitting (which most people do upon death); all in all, as Infantry you're looking at 24-28s to get back into battle (on average). Plus the time it takes to travel from the point of spawn in to the point of contact/battle. This one is much more deeply situational with regards to how long is actually spent doing it but even as an X factor its presence should not be overlooked.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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JP Acuna
Fatal Absolution General Tso's Alliance
253
|
Posted - 2014.09.23 20:09:00 -
[213] - Quote
The nerf to ADS rof is too harsh. I don't think an Incubus will be effective at all, especially when you add the RoF decrease to small rails.
I'm deeply regreting the way i spent my 2 million SP from the event, i didn't know the exact number until now. |
Cross Atu
OSG Planetary Operations Covert Intervention
2895
|
Posted - 2014.09.23 20:13:00 -
[214] - Quote
Alena Ventrallis wrote:Atiim wrote:CCP Rattati wrote: How long does it take infantry from being killed, respawn and walk from a a spawn point, on average?
Upon termination, each spawn is about 15s, along with the 5s it takes you to get to the deployment menu (you have to wait for the kill-screen to appear. This is also increased by another 4-8s to select a fitting (which most people do upon death); all in all, as Infantry you're looking at 24-28s to get back into battle (on average). Assuming maximum spawn time. Spawns can also be 3 seconds. This reduces your time to 12-16 seconds. Also you don't have to select a new fit, reducing your time to 8-12 seconds. Shortest time possible is 7 seconds, assuming your trying to get back as soon as possible. That spawn time is a result of waiting on the bleed out screen. The base value spawn time is reduced the longer you wait for a revival so there is no actual time savings made on those spawns. If you have an Amarr logi running certain proto uplinks on the field then you can get quick spawns which reduce the actual baseline but since the logi bonus ceases to function of the player is not active and in the amarr suit usually that will not be the case. There is an AUR/LP proto link which gives a 47.50% reduction to base spawn time, the LP version is the superior type allowing 3 carried and 2 active so even the best uplink in the game will not give you that 3 second spawn time without the Amarr Logi active on the field (and alive at the time of your spawn).
So while yes, some spawns are 3 seconds, it is a pretty heavy edge case to be basing an assessment/comparison on the presence of a max skill amarr logi with proto level LP uplinks.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
a brackers
Molon Labe. General Tso's Alliance
50
|
Posted - 2014.09.23 20:23:00 -
[215] - 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.
I take it you have never been in any battle with an ads then. We look op cus we can't die every single match like a mlt tank can. You have forced us to be full proto from the start. We have no cover at all anywhere on any map. We have proved multiple times with numbers in every forum where you ignored our posts then locked the forum and deleted it, that we are ridiculously easy to kill by anyone with anything above any adv av, or two people in mlt.
You want us to be hit and run units (enough damage to actually kill anything above a scout but empty our mags really quick so we have to run and reload) which is the exact opposite of the change you have just made
Proto dropship pilot
The sandbox shooter
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voidfaction
Nos Nothi
557
|
Posted - 2014.09.23 20:26:00 -
[216] - Quote
DeathwindRising wrote:voidfaction wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:I have two questions.
1. Will the plasma cannon projectile speed buff affect the trajectory of the shot? 2. Will the ion pistol overheat until the seizure point on a 'half-charge'? I know you commented that it still overheats but IIRC you mentioned heat changes and the crucial thing is whether or not it seizes with the slightest charge. We experimented with the gravity, it should still have a trajectory, let's see what the PLC community thinks when they give it a spin. Yes, that's the fundamental design of the weapon, we halved the seize duration so even if you overheat, it's not a big deal. So much for the Ion charged shot followed by Bolt finisher as a scout ;-( Thanks for the shorter sieze time. Bolt pisto headshot then ion pistol charge shot? I try to maximize dmg using dmg profile.
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Stefan Stahl
Seituoda Taskforce Command
748
|
Posted - 2014.09.23 20:50:00 -
[217] - Quote
Kallas Hallytyr wrote: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. You may want to choose a different example.
That PRO MinScout dies to a single shot from a MLT Scrambler Pistol if the prey turns around at the wrong time. Or alternatively to that Thales half way across the map. That PRO ADS won't.
On the topic itself I'd like to wait how things turn out. I'll reserve judgment for when I've tested things myself after delta drops. |
Cross Atu
OSG Planetary Operations Covert Intervention
2896
|
Posted - 2014.09.23 20:53:00 -
[218] - Quote
Mobius Wyvern wrote:CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and if ADS performance stats plummet below an acceptable threshold, our response will be immediate, not based on a hotfix schedule. For now, let's see what happens. Don't forget that Turret damage profiles have also changed in Delta. We shall see. I shall abstain from further complaint until I get my hands on the changes. Interested to hear your impressions after a few days of play with the new mechanics o7
~Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Echo 1991
WarRavens Capital Punishment.
434
|
Posted - 2014.09.23 20:55:00 -
[219] - Quote
IS the fitting optimisation skill for the Ion pistol going to be changed for PG now? becuase having it reduce its CPU seems redundant now. |
Benjamin Ciscko
Fatal Absolution
3142
|
Posted - 2014.09.23 21:46:00 -
[220] - Quote
Lower Decloak animation to zero (cloak "nerf") Please elaborate for us simpletons, is it supposed to mean you decloak instantly thus having to actually having to wait a second to fire and giving time for the animation to be heard and a reaction to be given? Am I close?
Tanker/Logi/Assault
|
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Thokk Nightshade
KNIGHTZ OF THE ROUND
555
|
Posted - 2014.09.23 21:49:00 -
[221] - Quote
Sanguine 27 wrote:
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.
I think you're backwards on this. The Thales zoom is going from 8 to 15 so I think the lower the number the greater the zoom. So the majority of Sniper rifles are actually getting a zoom BUFF, while the Thales is getting a zoom NERF. Am I understanding this correctly Rattati? I asked you once but it was right before you started your wall of responses so I think you missed it.
Just for clarification, I'll ask again. Is that number something along the lines of "degrees field of vision" when zoomed in? At a zoom, you can now only see 15 degrees field of vision instead of 18, hence the smaller number means more zoom? The Thales now has a HIGHER field of vision so it is zoomed less?
Thokk Kill. Thokk Crush. Thokk Smash.
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Hand Fap
Kirkinen Risk Control Caldari State
45
|
Posted - 2014.09.23 22:08:00 -
[222] - Quote
Derrith Erador wrote:CCP Rattati wrote:Alena Ventrallis wrote:Where was discussion on such a huge Nerf to ADS ROF? The decision was mine and mine alone, a 50% increase in DPS is unprecedented progression of damage in the game, and makes it impossible to balance. I decided to rip the band aid off and we don't need a full named hotfix to inject one or two remedies afterwards. And just to iterate, based on all data and experience, the ADS is far too powerful. It is a huge force multiplier and it does everything well, it transports infantry and uplinks. decimates infantry and vehicles, intercepts RDVs and vehicle delivery, avoids swarms with ease. The only counter is a mass team shift to AV, and forges, and by then the rest of the ADS team has gone full anti-infantry. Even if you, by some off chance, take it down, the pilot ejects, runs behind a hill and calls in another one. I see that the discussion has swayed from, "it's not OP", to "we all knew and admitted it was OP but this is too much". We will monitor the situation, and 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. If it's based on making sure that it performs well, then yes. But I can tell you that nerfing both ROF and ABs are going to kill it. If you could at least make the ROF bonus a 7%, then further nerf it if it proves problematic, then I could accept that. But I am 90% sure that these numbers will plummet the craft beyond useable, which is why I'm raising this much hell about it. aww poor derrith he will no longer be able to go easy mode and one hit everyone in PC. Thats all right you can join us in the nerfed club along with the AR's and assaults. |
Kallas Hallytyr
Skullbreakers
798
|
Posted - 2014.09.23 22:29:00 -
[223] - Quote
ROF Nerf Impact on DPS
XT-1 Small Missiles Charlie ROF: 50; 0.83/sec; 9.6 sec until reload Delta ROF (unchanged) Charlie Python 5: 75; 1.25/sec; 6.4 sec until reload Delta Python 5: 57.5; 0.96/sec; 8.3 sec until reload
Direct DPS Charlie/Delta: 379.2 Charlie Python 5: 568.8 Delta Python 5: 436
Splash DPS Charlie/Delta: 297.9 Charlie Python 5: 446.9 Delta Python 5: 342.6
Small Missiles seem fine for the most part. Personally, I'd much rather look at the Small Missiles themselves more than Python: reducing damage, increasing ROF marginally and increasing clip size would be a better way to make Missiles useful on other vehicles but also make them more skill dependant, requiring multiple impacts to kill most suits rather than the current high damage splash (which is what truly makes people cry foul about the ADS, and most specifically about the Python.) - This idea has been mentioned before, I might add.
20GJ Particle Cannon Charlie ROF: 120; 2/sec; 8 before overheat Delta ROF: 92; 1.53/sec; 6.13 before overheat Charlie Incubus 5: 180; 3/sec; 12 before overheat Delta Incubus 5: 105.8; 1.763/sec; 7.05 before overheat
DPS/Damage Before Overheat Charlie: 868.4/3473.6 Delta: 665.8/2661.65
Charlie Incubus 5: 1302.6/5210.4 Charlie Incubus 5/ADS 5: 1432.86/5731.44
Delta Incubus 5: 765.6/3061.11 Delta Incubus 5/ADS 5: 842.16/3367.22
Currently, due primarily to the broken hit efficacies, the Incubus rips through shield vehicles and somewhat struggles with armour (apply a .77 multiplier for the Shield DPS; .68 multiplier for Armour DPS for any Charlie number: Delta numbers are a .9 for Shields and 1.1 for Armour.)
With the proposed ROF changes, a L5 Incubus is getting a single extra shot before it overheats. This is, essentially, worthless. It must also be reminded that DPS figures are always contingent on landing all shots: it applies to all DPS statistics, obviously, and not just ADSs, but I raise the point because of the difficulty in targeting and maintaining your target whilst flying. Against an enemy dropship, you usually get a single good pass before they begin evasive manoeuvres - landing all of your shots in that 4 second overheat window against a dropship is about a 70% odds, give or take for pilot skill (attacker and defender.) When the target is moving or otherwise wary of you/other anti-vehicle weaponry, landing all shots is difficult.
An HAV, for example, is a difficult target because of the mechanisms available for ground attack manoeuvres: using first person view is viable in an aerial engagement but rarely applicable to a strafing run. Even more to the point, HAVs have much greater responsiveness with regards acceleration - we've all seen an HAV 'yoyo' about the place. The point being that landing all sots against a ground target is even harder.
So, with the proposed changes, an Incubus with Small Railgun is going to have to apply it's full DBO repeatedly to threaten any vehicle, which is no easy task once the enemy is alerted. Quite frankly, the ROF nerf is too much and impacts upon the Incubus's ability to perform its role (primarily AV using the Small Railgun) far more greatly than the Python's anti-infantry ground attack role is affected.
Alt of Halla Murr.
|
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CCP Rattati
C C P C C P Alliance
7902
|
Posted - 2014.09.23 22:51:00 -
[224] - Quote
Kallas Hallytyr wrote:ROF Nerf Impact on DPS
XT-1 Small Missiles Charlie ROF: 50; 0.83/sec; 9.6 sec until reload Delta ROF (unchanged) Charlie Python 5: 75; 1.25/sec; 6.4 sec until reload Delta Python 5: 57.5; 0.96/sec; 8.3 sec until reload
Direct DPS Charlie/Delta: 379.2 Charlie Python 5: 568.8 Delta Python 5: 436
Splash DPS Charlie/Delta: 297.9 Charlie Python 5: 446.9 Delta Python 5: 342.6
Small Missiles seem fine for the most part. Personally, I'd much rather look at the Small Missiles themselves more than Python: reducing damage, increasing ROF marginally and increasing clip size would be a better way to make Missiles useful on other vehicles but also make them more skill dependant, requiring multiple impacts to kill most suits rather than the current high damage splash (which is what truly makes people cry foul about the ADS, and most specifically about the Python.) - This idea has been mentioned before, I might add.
20GJ Particle Cannon Charlie ROF: 120; 2/sec; 8 before overheat Delta ROF: 92; 1.53/sec; 6.13 before overheat Charlie Incubus 5: 180; 3/sec; 12 before overheat Delta Incubus 5: 105.8; 1.763/sec; 7.05 before overheat
DPS/Damage Before Overheat Charlie: 868.4/3473.6 Delta: 665.8/2661.65
Charlie Incubus 5: 1302.6/5210.4 Charlie Incubus 5/ADS 5: 1432.86/5731.44
Delta Incubus 5: 765.6/3061.11 Delta Incubus 5/ADS 5: 842.16/3367.22
Currently, due primarily to the broken hit efficacies, the Incubus rips through shield vehicles and somewhat struggles with armour (apply a .77 multiplier for the Shield DPS; .68 multiplier for Armour DPS for any Charlie number: Delta numbers are a .9 for Shields and 1.1 for Armour.)
With the proposed ROF changes, a L5 Incubus is getting a single extra shot before it overheats. This is, essentially, worthless. It must also be reminded that DPS figures are always contingent on landing all shots: it applies to all DPS statistics, obviously, and not just ADSs, but I raise the point because of the difficulty in targeting and maintaining your target whilst flying. Against an enemy dropship, you usually get a single good pass before they begin evasive manoeuvres - landing all of your shots in that 4 second overheat window against a dropship is about a 70% odds, give or take for pilot skill (attacker and defender.) When the target is moving or otherwise wary of you/other anti-vehicle weaponry, landing all shots is difficult.
An HAV, for example, is a difficult target because of the mechanisms available for ground attack manoeuvres: using first person view is viable in an aerial engagement but rarely applicable to a strafing run. Even more to the point, HAVs have much greater responsiveness with regards acceleration - we've all seen an HAV 'yoyo' about the place. The point being that landing all sots against a ground target is even harder.
So, with the proposed changes, an Incubus with Small Railgun is going to have to apply it's full DBO repeatedly to threaten any vehicle, which is no easy task once the enemy is alerted. Quite frankly, the ROF nerf is too much and impacts upon the Incubus's ability to perform its role (primarily AV using the Small Railgun) far more greatly than the Python's anti-infantry ground attack role is affected.
I would think that removing the 70% efficiency against vehicles on small rails could be a start. Again, the ROF bonus was just not a good bonus, and especially bad for lower SP pilots. Let's think outside of the box and not fight for keeping it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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jace silencerww
Inner.Hell
48
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Posted - 2014.09.23 22:54:00 -
[225] - Quote
THANK YOU FOR SCREWY UP THE BOLT PISTOL! with so little ammo (24) and 4 clip size you turned a fairly balanced sidearm into junk. I want my sp back. even maxing the carry ammo skill for 932,780 sp you get a grand total of 30 yay 6 whole rounds! with this change can you at least get rid of the charge up? |
Atiim
12434
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Posted - 2014.09.23 22:54:00 -
[226] - Quote
I assume that Assault Dropships (like the dropsuits) are supposed to have the ability to extend their engagement times with targets, so I'd say give it a clip size bonus as opposed to a RoF skill.
If need be, we could just bump up the RoF to compensate for the loss of the bonus.
The 1st Matari Commando
-HAND
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Echo 1991
WarRavens Capital Punishment.
438
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Posted - 2014.09.23 22:56:00 -
[227] - Quote
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 |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
550
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Posted - 2014.09.23 23:01:00 -
[228] - Quote
jace silencerww wrote:THANK YOU FOR SCREWING UP THE BOLT PISTOL! with so little ammo (24) and 4 clip size you turned a fairly balanced sidearm into junk. I want my sp back. even maxing the ammo skill for 932,780 sp you get a grand total of 30 yay 6 whole rounds! with this change can you at least get rid of the charge up?
Hahaha you're an idiot if you think it's screwed up |
jace silencerww
Inner.Hell
48
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Posted - 2014.09.23 23:22:00 -
[229] - Quote
DeathwindRising wrote:jace silencerww wrote:THANK YOU FOR SCREWING UP THE BOLT PISTOL! with so little ammo (24) and 4 clip size you turned a fairly balanced sidearm into junk. I want my sp back. even maxing the ammo skill for 932,780 sp you get a grand total of 30 yay 6 whole rounds! with this change can you at least get rid of the charge up? Hahaha you're an idiot if you think it's screwed up
The only problem before was the range damage drop off % it was way too much and quick. I used them a lot on my atl. with this I will no long run them. 30 shots with max ammo skill with 4 in the clip. that is a joke. yes reload and damage was buffed but I could do with out it. just to have the 6 and 36 ammo again. |
Kallas Hallytyr
Skullbreakers
799
|
Posted - 2014.09.23 23:23:00 -
[230] - Quote
CCP Rattati wrote:I would think that removing the 70% efficiency against vehicles on small rails could be a start. Again, the ROF bonus was just not a good bonus, and especially bad for lower SP pilots. Let's think outside of the box and not fight for keeping it.
Those numbers (ie, the Delta ones) include the updated profile change. Despite the profile change the Small Railgun loses substantial power versus vehicles yet retains plenty of killing potential versus infantry, ironically.
Perhaps my wording was bad, but I did say that the ROF change to Pythons isn't bad, but that's mostly because they rely a hell of a lot less on the ROF increasing DPS than they do on the overly powerful baseline small missiles, which is why I mentioned that in the paragraph after the XT-1 numbers.
My feeling is that the Incubus has been overly affected by the nerf to ROF because of the simultaneous nerf to the small railgun ROF. Honestly, and not, 'fighting to keep it' as it were, I think the Incubus's ROF bonus should be higher than the Python's. I don't see any specific reason to keep the exact numbers the same for them both: similarly, I don't see why we need to have identical bonuses either: drop suits do not, after all.
So what I would suggest is that the Incubus receives 5% ROF and 5% reserve ammo for Railguns/Blasters (which makes the Incubus much more of an AV weapon with rails, and the blaster more viable than other vehicles, which balanced slightly the inability to aim with it - essentially giving a Blaster Incubus area saturation to make up the disparity in aiming potential) while the Python receives some bonus that reflects how you want the Python to operate.
And herein lies the million pound question (no, it's not should Scotland be an Independent country): What roles do you see the ADS inhabiting? Is it the same for both ADS that we have, or does each operate differently, like the difference between a CalAssault and a GalAssault?
Alt of Halla Murr.
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SponkSponkSponk
The Southern Legion Final Resolution.
1076
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Posted - 2014.09.23 23:48:00 -
[231] - Quote
zzZaXxx wrote:Sinboto Simmons wrote:I can't seem to find the release date, revealed yet?
I would imagine soon. Hopefully Wednesday.
Generally, Dust patches are released on Tuesdays (or, if it's the second patch in a week, on a Thursday)
Dust/Eve transfers
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Derrith Erador
Fatal Absolution
2684
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Posted - 2014.09.23 23:50:00 -
[232] - Quote
Atiim wrote:I assume that Assault Dropships (like the dropsuits) are supposed to have the ability to extend their engagement times with targets, so I'd say give it a clip size bonus as opposed to a RoF skill.
If need be, we could just bump up the RoF to compensate for the loss of the bonus. The 8 clip size is plenty, and increasing the clip size as a skill for ADS, if done wrong, will make our reload speed useless.
This idea will kill the python competitive wise, as:
1) as stated before, 8 in the clip is plenty, increasing clip size will do next to nothing for us, especially if we have good reload speed.
2) increasing the ROF on the raw turret will render python useless as the incubus will have much more tank and instant armor regen, even the fact that most meta AV gets more proficiencies against incubus is negligible seeing as all it takes in a good portion of PC matches to avoid av is to duck behind a building.
The preacher of Betty White, may her pimp hand guide me.
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Zindorak
1.U.P
938
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Posted - 2014.09.24 00:26:00 -
[233] - Quote
Where are the rifle changes im curious to see the AScR and AR changes
Pokemon master!
I suck at Tekken lol
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1803
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Posted - 2014.09.24 00:31:00 -
[234] - 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. Here's my issue. You are setting things up for ADS to act in a certain way, then taking away their ability to act as you planned.
If ADS are supposed to do strafing runs, a high rate of fire makes that possible, especially since you haven't made any comment on turret stabilization at all. A lower rate of fire means we have to hover in order to apply our DPS, which is the exact opposite of a strafing run. This is the problem I have, I have no idea what you expect me to do as an ADS pilot. I even made a thread asking you and the CPM to tell me and the ADS community what you envision us doing on the battlefield. All I see are huge number changes without discussion, an increase in our counters ability to hit us, and a Nerf to an incubus' main weapon the small rail, meaning it is now less effective at AV and will serve better as AP, which is the exact opposite change you wanted.
So I ask again, what role are ADS supposed to fill? What is my job on the battlefield? Am I an infantry slayer? A vehicle slayer? A transport DS with an extra gun? What exactly do you picture me doing when I say I fly ADS?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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B-F M
Ghosts of Dawn General Tso's Alliance
44
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Posted - 2014.09.24 01:19:00 -
[235] - Quote
jace silencerww wrote:THANK YOU FOR SCREWING UP THE BOLT PISTOL! with so little ammo (24) and 4 clip size you turned a fairly balanced sidearm into junk. I want my sp back. even maxing the ammo skill for 932,780 sp you get a grand total of 30 yay 6 whole rounds! with this change can you at least get rid of the charge up?
Comment removed.
GöÇGòñGòªn++ Ghosts of Dawn // now recruiting. n++GòªGòñGöÇ
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1803
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Posted - 2014.09.24 01:46:00 -
[236] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:ROF Nerf Impact on DPS
XT-1 Small Missiles Charlie ROF: 50; 0.83/sec; 9.6 sec until reload Delta ROF (unchanged) Charlie Python 5: 75; 1.25/sec; 6.4 sec until reload Delta Python 5: 57.5; 0.96/sec; 8.3 sec until reload
Direct DPS Charlie/Delta: 379.2 Charlie Python 5: 568.8 Delta Python 5: 436
Splash DPS Charlie/Delta: 297.9 Charlie Python 5: 446.9 Delta Python 5: 342.6
Small Missiles seem fine for the most part. Personally, I'd much rather look at the Small Missiles themselves more than Python: reducing damage, increasing ROF marginally and increasing clip size would be a better way to make Missiles useful on other vehicles but also make them more skill dependant, requiring multiple impacts to kill most suits rather than the current high damage splash (which is what truly makes people cry foul about the ADS, and most specifically about the Python.) - This idea has been mentioned before, I might add.
20GJ Particle Cannon Charlie ROF: 120; 2/sec; 8 before overheat Delta ROF: 92; 1.53/sec; 6.13 before overheat Charlie Incubus 5: 180; 3/sec; 12 before overheat Delta Incubus 5: 105.8; 1.763/sec; 7.05 before overheat
DPS/Damage Before Overheat Charlie: 868.4/3473.6 Delta: 665.8/2661.65
Charlie Incubus 5: 1302.6/5210.4 Charlie Incubus 5/ADS 5: 1432.86/5731.44
Delta Incubus 5: 765.6/3061.11 Delta Incubus 5/ADS 5: 842.16/3367.22
Currently, due primarily to the broken hit efficacies, the Incubus rips through shield vehicles and somewhat struggles with armour (apply a .77 multiplier for the Shield DPS; .68 multiplier for Armour DPS for any Charlie number: Delta numbers are a .9 for Shields and 1.1 for Armour.)
With the proposed ROF changes, a L5 Incubus is getting a single extra shot before it overheats. This is, essentially, worthless. It must also be reminded that DPS figures are always contingent on landing all shots: it applies to all DPS statistics, obviously, and not just ADSs, but I raise the point because of the difficulty in targeting and maintaining your target whilst flying. Against an enemy dropship, you usually get a single good pass before they begin evasive manoeuvres - landing all of your shots in that 4 second overheat window against a dropship is about a 70% odds, give or take for pilot skill (attacker and defender.) When the target is moving or otherwise wary of you/other anti-vehicle weaponry, landing all shots is difficult.
An HAV, for example, is a difficult target because of the mechanisms available for ground attack manoeuvres: using first person view is viable in an aerial engagement but rarely applicable to a strafing run. Even more to the point, HAVs have much greater responsiveness with regards acceleration - we've all seen an HAV 'yoyo' about the place. The point being that landing all sots against a ground target is even harder.
So, with the proposed changes, an Incubus with Small Railgun is going to have to apply it's full DBO repeatedly to threaten any vehicle, which is no easy task once the enemy is alerted. Quite frankly, the ROF nerf is too much and impacts upon the Incubus's ability to perform its role (primarily AV using the Small Railgun) far more greatly than the Python's anti-infantry ground attack role is affected. I would think that removing the 70% efficiency against vehicles on small rails could be a start. Again, the ROF bonus was just not a good bonus, and especially bad for lower SP pilots. Let's think outside of the box and not fight for keeping it. ROF is the best way to make strafing runs possible. Accurate hits on targets while moving with no turret stabilization makes the technique worthless. We apply damage through volume of fire, not through slow accurate hits. We are machine guns, not snipers. On this logic I request the return of the ROF.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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XxGhazbaranxX
Eternal Beings Dark Taboo
1715
|
Posted - 2014.09.24 02:06:00 -
[237] - Quote
CCP Rattati wrote: I would think that removing the 70% efficiency against vehicles on small rails could be a start. Again, the ROF bonus was just not a good bonus, and especially bad for lower SP pilots. Let's think outside of the box and not fight for keeping it.
OK I think it is time to accept that CCP will not change their minds so lets help them think outside the box or, inside the box that is dust 514 and it's already established mechanics.
SOLUTION STEP 1: PUT THE SKILLS WHERE THEY COUNT
At 3%, this bonus is not going to get the community or the pilots anywhere so lets start off by looking at their counterparts; the weaponry skill tree. When we open this up we find that the percentage increase to this tree is in increments of 5% so, in the least, the percentage that we must augment these weapons potential per level is 5%. This would keep the tree in line with weaponry.
But this is an ADS skill tree not gunnery!! Well you are completely correct. We must take this bonus away from the ADS and give it to the turret skill in question. This way, no matter what the vehicle you will have a percentage to its raw power output.
Skill Tree
- Small Blaster operation = 5% turret rate of fire per level
- Small railgun operation = 5% turret damage per level
- Small missile operation = 5% turret damage per level
As you may notice in the above, the changes are to raw damage output on the rail and missiles and RoF on the blaster. This is due to the fact that RoF will barely affect these two weapons but with the blaster the effect would be more noticeable. This bonus will also benefit the community in general and not the ADS pilots. Training into gunner would be useful again for gunners instead of relying on the pilots skill.
SOLUTION STEP 2: EASE OF USE SHIP BONUSES
The skills in the ADSs kit should reflect the type of gameplay that it's designed for. For arguments sake lets say its for AV/AI support fire. Not meant to dominate but not meant to be completely useless; so what bonuses and in what amounts could we add to these vehicles for them to be usefull? Again here we have to look to a skill tree that reflect the isk/sp investment that they entail to keep things fair. In this we will look at the Dropsuit category of the skill tree. Here we can see that they also give bonuses in increments of 5% and not three; so the bonuses should not be lower than 5% at any point. We can also notice that they have 2 bonuses per level; one for fitting and another is racial specific that enhances one aspect of a weapon but not it's power. I can also conclude that it could be safe to leave the bonuses at 10% on ADS simply because of the isk/skill barrier and that these bonuses will in no way affect damage output but will increase ease of use. Potential Bonuses:
- GALLENTE ASSAULT DROPSHIP BONUS:
Primary: 10% reduction to small Blaster Spread and 7% Small railgun distance level. Here you can notice that the emphasis is on utility and not on raw power; merely ease of use and since the spread is HUGE on the front turret that 10% dispersion is warranted and by no means overpowered. Distance on the railgun will permit the pilots to engage from farther away helping them maintaining line of site of the targets a lot easier. Since overall DPS of the turret is going to be nerfed considerably I believe that Being able to sustain fire from lets say a higher diver at a target or a longer first person view push would greatly effect the way the pilots engage in the Battlefield.
Secondary: 3% reduction to fitting cost of hybrid turrets
- CALDARI ASSAULT DROPSHIP BONUS:
Primary: 7% bonus to splash radius of missiles per level. The idea here is that since ADS will now be more vulnerable they will be able to have mechanics that will help them engage in a gameplay style that adheres to drive by scenarios. By increasing the blast radius of missiles they would go from 2.5 splash radius to 3.3 meters splash radius. This will help utility but not raw power output. By comparison the splash radius of the PLC is 3.5 and that of the mass driver is 4.4 at proto level.
Secondary: 3% reduction to fitting cost of small missile turrets
***IMPORTANT NOTE: since the primary and secondary skills are supposed to be 5 and 5 in the skill tree I simply subtracted 2 from the secondary bonus and left it at 3 and added it to the main bonus and set it at 7. The net result is the 10% devided increase in stats that a regular dropsuit would get. The only exception is the small blaster spread that is set to 10% because if you look at this video you will see how horribly huge it is on the front turret.
TL;DR
- remove any bonus that would modify damage from the ADS skill tree and place it under their respectful turret tree. You get the bonus if you skill the turret. Make it 5% to be in line with the counterpart gunnery skills.
- Create utility bonuses, primary and secondary, that would permit a certain amount of ease of use but not power to the ADS. These are two and are in line with the assault dropsuit tree to keep sp investment parity between items (suits and ships). Distance bonus for rails, splash radius for missiles and spread reduction for blaster on their respective ships. Both get a bonus to fitting as is the custom on the assault dropsuits. Subtracted 2% from fitting bonus and gave it to the utility bonus to better help utility and avoid fits that are too powerful.
Plasma Cannon Advocate
Dust 514 Survivor
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Kallas Hallytyr
Skullbreakers
801
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Posted - 2014.09.24 02:21:00 -
[238] - Quote
Range on the railgun is pretty much irrelevant beyond what we have now,because at longer ranges you need a finer degree of control, which piloting simply lacks due to drift and thrust interfering with aiming unlike how infantry movement can be an aid to aiming.
Edit: though the principles are solid.
Alt of Halla Murr.
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XxGhazbaranxX
Eternal Beings Dark Taboo
1716
|
Posted - 2014.09.24 02:36:00 -
[239] - Quote
Kallas Hallytyr wrote:Range on the railgun is pretty much irrelevant beyond what we have now,because at longer ranges you need a finer degree of control, which piloting simply lacks due to drift and thrust interfering with aiming unlike how infantry movement can be an aid to aiming.
Edit: though the principles are solid.
At least me; I have found that being farther away actually helps when it comes to shooting ADSs and tanks since their hitbox is pretty huge but that might be just me. Any ideas on what we can add to help utility but not power on the rail?
Plasma Cannon Advocate
Dust 514 Survivor
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MINA Longstrike
Kirjuun Heiian
1319
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Posted - 2014.09.24 05:08:00 -
[240] - 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.
And this is where you've failed me rattati. I primarily played this game for its vehicles, and arguably you have treated them worse than the removal of content that happened in 1.7, you have consistently removed their very role in the game, all large turrets are now supposed to be for AV, dropship QoL changes are postponed, and on completely unilateral whims you *smash* vehicles with the nerf hammer in both damage and survivability while simultaneously buffing anti-vehicle players.
Every hotfix has moved closer and closer to the status quo of 1.6 where vehicles were expensive coffins. And I am sick of it, I want my diversity and utility back, you are gutting the role of being a vehicle specialized individual worse than 1.7 did.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
73
|
Posted - 2014.10.03 19:52:00 -
[271] - 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.
http://web.ccpgamescdn.com/dust/news.control/65468/1/damageprofiles.png
wasn't this posted by CCP, was it a lie? It clearly shows swarms in explosive. I realize this is outdated as of Delta but it was TRUE in Charlie. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
90
|
Posted - 2014.10.15 18:14:00 -
[272] - Quote
Kaeru Nayiri wrote: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. http://web.ccpgamescdn.com/dust/news.control/65468/1/damageprofiles.pngwasn't this posted by CCP, was it a lie? It clearly shows swarms in explosive. I realize this is outdated as of Delta but it was TRUE in Charlie.
Can a dev please put this to rest? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3756
|
Posted - 2014.10.20 15:23:00 -
[273] - Quote
Vehicle missiles have the projectile profile.
There was zero mention of swarms in those hotfix notes. |
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