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Thread Statistics | Show CCP posts - 11 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13807
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Posted - 2014.10.23 20:20:00 -
[61] - Quote
Savage Mangler wrote:Yeah....increase gallente armor reps across the board. It's their schtick, let them be the best at it. No point in giving their gimmick to everyone else and them not being compensated for it.
Yeah am I'm all for having Gallente be great and repairing. It is their thing I guess. But I just don't agree with being handed passive reps.
In my mind it reduces the value of your module slots by giving your suit a capability you did not fit for and as a player I find there to be no reason to be handed this for doing absolutely nothing to deserve it.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1988
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Posted - 2014.10.23 20:58:00 -
[62] - Quote
If we're going to nerf Rail Rifles CQC ability (which frankly I disagree with) can we get the ARR to perform better in CQC than it does now then? Caldari need some sort of option if the fight gets in close.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Savage Mangler
Molon Labe. General Tso's Alliance
175
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Posted - 2014.10.23 21:17:00 -
[63] - Quote
True Adamance wrote:Savage Mangler wrote:Yeah....increase gallente armor reps across the board. It's their schtick, let them be the best at it. No point in giving their gimmick to everyone else and them not being compensated for it. Yeah am I'm all for having Gallente be great and repairing. It is their thing I guess. But I just don't agree with being handed passive reps. In my mind it reduces the value of your module slots by giving your suit a capability you did not fit for and as a player I find there to be no reason to be handed this for doing absolutely nothing to deserve it. I hear ya, the bonuses they're suggesting are not far enough to differentiate between Amarr and Gallente, especially where commandos are concerned. I almost want to say they should take a low slot and give a high slot for Amarr 'Mandos so they are more inclined towards a "stand and deliver" approach in contrast to "rough and tumble brawler" I feel Gallente should have. I have both and it's hard to pick one over the other when my fits are near identical as far as modules go.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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Kaughst
Nyain San General Tso's Alliance
756
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Posted - 2014.10.23 21:52:00 -
[64] - Quote
Breakin Stuff wrote:Token base armor regen isn't going to be a standout for making gallente unique. Changing reps so gallente suits get more from them? Yeah I can see that. But native regen under 5 does not a unique or panicworthy special snowflake make.
I feel the same way...Which is why I think having less of a movement and speed penalty with armor plates would be the better way to go, CCP had suggested it last year of course we all know how priorities have changed.
"Why do we fight?"
"To win the war."
"Meh... Works for me."
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La Lore Sleipnier
THE PR0T0TYPE
142
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Posted - 2014.10.23 22:48:00 -
[65] - Quote
Let's go to learn maths!!!!
80 degrees - 10 degrees = 70 degrees!!! 70 degress turn radius is awesome!!! Is too much. Turn radius should be increased not reduced. The less turn radius better is the swarm because they dodge buildings and hunt the ADS. Please, take a look to some fly simulators and learn a little bit about it
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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Cass Caul
1295
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Posted - 2014.10.23 23:49:00 -
[66] - Quote
stupid to see logistics have a higher rep value than Assault.
On Hiatus.
This is my smartphone alt
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13811
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Posted - 2014.10.23 23:49:00 -
[67] - Quote
Passive Reps to base (unmodified) Armour HP would be good I think for giving shield Suits a fair buff without making armour suits more powerful.
Tricky to code I could imagine but as I see it armour suits simply don't need bonus reps. But if all suits are going to get them anyway might as well only be to base EHP values.
Shield suits get all the bonus for this given a fair rep value to their low armour HP and armour tanker get increase rep rates up to a specific value.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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JUPA SACH
Bloodline Rebellion
211
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Posted - 2014.10.23 23:56:00 -
[68] - Quote
La Lore Sleipnier wrote:Let's go to learn maths!!!!
80 degrees - 10 degrees = 70 degrees!!! 70 degress turn radius is awesome!!! Is too much. Turn radius should be increased not reduced. The less turn radius better is the swarm because they dodge buildings and hunt the ADS. Please, take a look to some fly simulators and learn a little bit about it CCP learn?
ja jaja jajaja jajajajajaja jajajajajajajajajajaja
Karma
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Cass Caul
1295
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Posted - 2014.10.24 00:02:00 -
[69] - Quote
Kaughst wrote:Breakin Stuff wrote:Token base armor regen isn't going to be a standout for making gallente unique. Changing reps so gallente suits get more from them? Yeah I can see that. But native regen under 5 does not a unique or panicworthy special snowflake make. I feel the same way...Which is why I think having less of a movement and speed penalty with armor plates would be the better way to go, CCP had suggested it last year of course we all know how priorities have changed.
I'd love to see Amarr with a plate speed penalty reduction and Gallente with reactive plate repair buff But switching the Amarr bonus would require a buff to the ScR so that everyone could use it instead of just Amarr Assaults.
On Hiatus.
This is my smartphone alt
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CCP Rattati
C C P C C P Alliance
9136
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Posted - 2014.10.24 00:13:00 -
[70] - Quote
This is slated for Tuesdays, Oct 28, downtime. Usually we don't talk announce exact deployment dates on the hotfixes, but this had a shorter lead time.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1138
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Posted - 2014.10.24 00:38:00 -
[71] - Quote
<3 <3 <3 thank you soooo much rattati finnaly our AScR will be somewhat useful now and ScR will be bettar
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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Victor Moody Stahl
Amarr Templars Amarr Empire
45
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Posted - 2014.10.24 00:38:00 -
[72] - Quote
La Lore Sleipnier wrote:Let's go to learn maths!!!!
80 degrees - 10 degrees = 70 degrees!!! 70 degress turn radius is awesome!!! Is too much. Turn radius should be increased not reduced. The less turn radius better is the swarm because they dodge buildings and hunt the ADS. Please, take a look to some fly simulators and learn a little bit about it
I think you need to learn angles. I'll get all example-fied here:
---->
The above line is, for the purposes of the example, the direction of travel that our swarm missiles have. By reducing the maximum turn, in degrees, a swarm missile can make, you reduce the maneuverability of a swarm missile.
Going from 90, to 80, and now to 70 degree max turn angle, means that swarms were previously able to directly turn to one side or the other, somewhat like so (the arrow represents the direction of travel):
|__>
Now, however, swarm missiles are unable to make such a drastic turn. I'll admit that I personally think that it isn't quite enough, but that's beside the point.
TL;DR- RTM... or in this case, the hotfix notes.
Buff Logis | Nerf Goldfish
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MrShooter01
Storm Wind Strikeforce Caldari State
905
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Posted - 2014.10.24 00:52:00 -
[73] - Quote
CCP Rattati wrote:This is slated for Tuesday, Oct 28, TQ DT. Usually we don't talk about or announce exact deployment dates on the hotfixes, but this one had a shorter lead time.
bonus SP to unlock complex regulators with, and passive reps on all my shield suits so i'm not reluctant to fit them over a rep/reactive, all on the same tuesday!?
awww rattati, you shouldn't have <3 |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1263
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Posted - 2014.10.24 01:12:00 -
[74] - Quote
Breakin Stuff wrote:It means PC players use whatever they believe is an optimal build which universally means brick armor and anti armor weapons.
They are the primary source of the EHP>ALL fallacy.
Plus here's a reality: A weapon that is clearly useless in a common battlefield situation is a weapon you shouldn't bother ever using.
This is the same problem with nerfing heavy blasters. Unless you nerf them to the point where the players who use them simply give up and abandon them entirely, you can't make the designs not do what you want them to not do.
Making RR the inferior choice to plasma rifles? Fair cop. But hard to do because alpha damage is king in CQC. But trying to make them more or less useless in CQC will more or less make them pointless to deploy because most objectives are in CQC environments.
Good luck folks. I forsee a sharp drop in RR use and the few who master the half charge shuffle will keep on truckin'.
Some of us RR users offered solutions that are in line with your thoughts months ago but as usual no one listens. May be a bit counter intuitive but ask the folks that us the weapon / suit / vehicle the most and they can often tell you the best way to bring it in balance.
Possible solutions: 1) Change the charge mechanic to the same one used by small and large rail turrets where you incur a serious charge time penalty if you balk on the trigger (i.e. pre-charge, flutter the trigger, ext). This lets you set the charge rate to what you actually want it to be to give the CQC advantage to other weapons. The .25 sec delay is pretty legit when you can't pre-load the charge.
2) Increase recoil in hip fire and decrease overall accuracy in hip fire.
3) Decrease recoil and increase accuracy in ADS mode.
3) Keep the DPS the lowest of the rifles and optimal range the longest...be mindful of not setting the DPS too low and you can even pull in the range slightly.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3285
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Posted - 2014.10.24 01:26:00 -
[75] - Quote
Jaysyn Larrisen wrote:Breakin Stuff wrote:It means PC players use whatever they believe is an optimal build which universally means brick armor and anti armor weapons.
They are the primary source of the EHP>ALL fallacy.
Plus here's a reality: A weapon that is clearly useless in a common battlefield situation is a weapon you shouldn't bother ever using.
This is the same problem with nerfing heavy blasters. Unless you nerf them to the point where the players who use them simply give up and abandon them entirely, you can't make the designs not do what you want them to not do.
Making RR the inferior choice to plasma rifles? Fair cop. But hard to do because alpha damage is king in CQC. But trying to make them more or less useless in CQC will more or less make them pointless to deploy because most objectives are in CQC environments.
Good luck folks. I forsee a sharp drop in RR use and the few who master the half charge shuffle will keep on truckin'. Some of us RR users offered solutions that are in line with your thoughts months ago but as usual no one listens. May be a bit counter intuitive but ask the folks that us the weapon / suit / vehicle the most and they can often tell you the best way to bring it in balance. Possible solutions: 1) Change the charge mechanic to the same one used by small and large rail turrets where you incur a serious charge time penalty if you balk on the trigger (i.e. pre-charge, flutter the trigger, ext). This lets you set the charge rate to what you actually want it to be to give the CQC advantage to other weapons. The .25 sec delay is pretty legit when you can't pre-load the charge. 2) Increase recoil in hip fire and decrease overall accuracy in hip fire. 3) Decrease recoil and increase accuracy in ADS mode. 3) Keep the DPS the lowest of the rifles and optimal range the longest...be mindful of not setting the DPS too low and you can even pull in the range slightly.
This absolutely.
Hotfix Delta Sentinel eHP Calcs
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1138
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Posted - 2014.10.24 01:27:00 -
[76] - Quote
Alena Ventrallis wrote:If we're going to nerf Rail Rifles CQC ability (which frankly I disagree with) can we get the ARR to perform better in CQC than it does now then? Caldari need some sort of option if the fight gets in close. Sidearms are really helpful aren't they? But that's none of my buisness
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Joseph Ridgeson
WarRavens Capital Punishment.
2061
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Posted - 2014.10.24 01:43:00 -
[77] - Quote
Would you consider not hitting the charge time too much for the Assault Rail Rifle? It is meant to be used in closer range.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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CCP Rattati
C C P C C P Alliance
9139
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Posted - 2014.10.24 01:49:00 -
[78] - Quote
Jaysyn Larrisen wrote:Breakin Stuff wrote:It means PC players use whatever they believe is an optimal build which universally means brick armor and anti armor weapons.
They are the primary source of the EHP>ALL fallacy.
Plus here's a reality: A weapon that is clearly useless in a common battlefield situation is a weapon you shouldn't bother ever using.
This is the same problem with nerfing heavy blasters. Unless you nerf them to the point where the players who use them simply give up and abandon them entirely, you can't make the designs not do what you want them to not do.
Making RR the inferior choice to plasma rifles? Fair cop. But hard to do because alpha damage is king in CQC. But trying to make them more or less useless in CQC will more or less make them pointless to deploy because most objectives are in CQC environments.
Good luck folks. I forsee a sharp drop in RR use and the few who master the half charge shuffle will keep on truckin'. Some of us RR users offered solutions that are in line with your thoughts months ago but as usual no one listens. May be a bit counter-intuitive but ask the folks that use the weapon / suit / vehicle the most and they can often tell you the best way to bring it in balance. Possible solutions: 1) Change the charge mechanic to the same one used by small and large rail turrets where you incur a serious charge time penalty if you balk on the trigger (i.e. pre-charge, flutter the trigger, ext). This lets you set the charge rate to what you actually want it to be to give the CQC advantage to other weapons. The .25 sec delay is pretty legit when you can't pre-load the charge. 2) Increase recoil in hip fire and decrease overall accuracy in hip fire. 3) Decrease recoil and increase accuracy in ADS mode. 3) Keep the DPS the lowest of the rifles and optimal range the longest...be mindful of not setting the DPS too low and you can even pull in the range slightly.
1) interesting, but maybe later,
2) that's what we did, well only one of those nerfs
3) it is very accurate already, can be buffed later
4) didnt nerf dps, it's already the lowest
For CQC you always have Sidearms as well
So, I honestly don't see the problem and we were listening.
"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
9139
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Posted - 2014.10.24 01:51:00 -
[79] - Quote
Joseph Ridgeson wrote:Would you consider not hitting the charge time too much for the Assault Rail Rifle? It is meant to be used in closer range.
yes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
115
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Posted - 2014.10.24 01:55:00 -
[80] - Quote
Caldari are meant to be using the magsec for CQC, which has very strange performance. It seems to miss when it should hit, bounces around a *LOT* when not aimed and doesn't really have dispersion at all. It also succumbs to the bug where it doesn't fire when the trigger is held yet upon trigger release immediately starts draining all ammo.
I get that you don't like rail weaponry performing up close rattati, but their current existant options don't handle well at short ranges either. You end up running into a problem similar to the laser rifle where almost no one uses it except in standoff ambush matches because they are at a severe disadvantage trying to do something like hack a point in city map.
Weep not poor children, For life is this way, Murdering beauty and passion.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
608
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Posted - 2014.10.24 02:39:00 -
[81] - Quote
i hate these changes to the rail rifle because....
we still havent fixed the damn rail weaponry glitch that causes shots not to do damage. i reported it in the bug section. no response.
having to wait half a second to shoot only to have NONE of you shots do any damage? and the only fix for that is to stop shooting and then shoot again and see if your doing any damage. its bullshit. ill be wasting 2 to 3 seconds just trying to get the RR to do damage while the other guy is happily hosing me down.
and on a side note. i believe that if the current PC meta is to armor brick tank.... then anti armor weapons SHOULD be outperforming the others. |
Gabriella Grey
THE HANDS OF DEATH RUST415
199
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Posted - 2014.10.24 02:58:00 -
[82] - Quote
Rattati, has the swarm changes been placed in now or will be on the 28th?
Always Grey Skies
Leader of the Alpaca Commandos
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1264
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Posted - 2014.10.24 03:03:00 -
[83] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:Breakin Stuff wrote:It means PC players use whatever they believe is an optimal build which universally means brick armor and anti armor weapons.
They are the primary source of the EHP>ALL fallacy.
Plus here's a reality: A weapon that is clearly useless in a common battlefield situation is a weapon you shouldn't bother ever using.
This is the same problem with nerfing heavy blasters. Unless you nerf them to the point where the players who use them simply give up and abandon them entirely, you can't make the designs not do what you want them to not do.
Making RR the inferior choice to plasma rifles? Fair cop. But hard to do because alpha damage is king in CQC. But trying to make them more or less useless in CQC will more or less make them pointless to deploy because most objectives are in CQC environments.
Good luck folks. I forsee a sharp drop in RR use and the few who master the half charge shuffle will keep on truckin'. Some of us RR users offered solutions that are in line with your thoughts months ago but as usual no one listens. May be a bit counter-intuitive but ask the folks that use the weapon / suit / vehicle the most and they can often tell you the best way to bring it in balance. Possible solutions: 1) Change the charge mechanic to the same one used by small and large rail turrets where you incur a serious charge time penalty if you balk on the trigger (i.e. pre-charge, flutter the trigger, ext). This lets you set the charge rate to what you actually want it to be to give the CQC advantage to other weapons. The .25 sec delay is pretty legit when you can't pre-load the charge. 2) Increase recoil in hip fire and decrease overall accuracy in hip fire. 3) Decrease recoil and increase accuracy in ADS mode. 3) Keep the DPS the lowest of the rifles and optimal range the longest...be mindful of not setting the DPS too low and you can even pull in the range slightly. 1) interesting, but maybe later, 2) that's what we did, well only one of those nerfs 3) it is very accurate already, can be buffed later 4) didnt nerf dps, it's already the lowest For CQC you always have Sidearms as well So, I honestly don't see the problem and we were listening.
So if you run a Logi suit and you don't have a sidearm slot then what? Or is your position that Logi's should run sidearms?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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STYLIE77
KILL-EM-QUICK RISE of LEGION
200
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Posted - 2014.10.24 03:38:00 -
[84] - Quote
So... Hotfix Delta 1.1 ?
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Cat Merc
Onslaught Inc RISE of LEGION
12781
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Posted - 2014.10.24 06:28:00 -
[85] - Quote
True Adamance wrote:Savage Mangler wrote:Yeah....increase gallente armor reps across the board. It's their schtick, let them be the best at it. No point in giving their gimmick to everyone else and them not being compensated for it. Yeah am I'm all for having Gallente be great and repairing. It is their thing I guess. But I just don't agree with being handed passive reps. In my mind it reduces the value of your module slots by giving your suit a capability you did not fit for and as a player I find there to be no reason to be handed this for doing absolutely nothing to deserve it. Then what about the inherent extra armor HP and stamina the Amarr get? What about the increased speed, stamina and stamina regen the Minmatar get? What about the low delays and high recharge rate the Caldari get?
Every suit has an inherent bonus one way or the other, the Gallente are now the only plain jane suit.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
12781
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Posted - 2014.10.24 06:30:00 -
[86] - Quote
Savage Mangler wrote:True Adamance wrote:Savage Mangler wrote:Yeah....increase gallente armor reps across the board. It's their schtick, let them be the best at it. No point in giving their gimmick to everyone else and them not being compensated for it. Yeah am I'm all for having Gallente be great and repairing. It is their thing I guess. But I just don't agree with being handed passive reps. In my mind it reduces the value of your module slots by giving your suit a capability you did not fit for and as a player I find there to be no reason to be handed this for doing absolutely nothing to deserve it. I hear ya, the bonuses they're suggesting are not far enough to differentiate between Amarr and Gallente, especially where commandos are concerned. I almost want to say they should take a low slot and give a high slot for Amarr 'Mandos so they are more inclined towards a "stand and deliver" approach in contrast to "rough and tumble brawler" I feel Gallente should have. I have both and it's hard to pick one over the other when my fits are near identical as far as modules go. What's your opinion True? Except to be a "rough and tubmle brawler" I am using one of my low slots for a kin cat.
Take even one low slot away and I'll never touch my commando again.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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La Lore Sleipnier
THE PR0T0TYPE
142
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Posted - 2014.10.24 06:36:00 -
[87] - Quote
Victor Moody Stahl wrote:La Lore Sleipnier wrote:Let's go to learn maths!!!!
80 degrees - 10 degrees = 70 degrees!!! 70 degress turn radius is awesome!!! Is too much. Turn radius should be increased not reduced. The less turn radius better is the swarm because they dodge buildings and hunt the ADS. Please, take a look to some fly simulators and learn a little bit about it I think you need to learn angles. I'll get all example-fied here: ----> The above line is, for the purposes of the example, the direction of travel that our swarm missiles have. By reducing the maximum turn, in degrees, a swarm missile can make, you reduce the maneuverability of a swarm missile. Going from 90, to 80, and now to 70 degree max turn angle, means that swarms were previously able to directly turn to one side or the other, somewhat like so (the arrow represents the direction of travel): |__> Now, however, swarm missiles are unable to make such a drastic turn. I'll admit that I personally think that it isn't quite enough, but that's beside the point. TL;DR- RTM... or in this case, the hotfix notes.
Ok, but now think in jet figthers, guided missiles and their interaction;
----> this is straight --|__|--> this is 90 degrees turn radius (you know) --/\/\--> and this is an incredible, awesome and amazing spide... Swarm launcher. So if swarm turn radio is now 80 degrees and is impossible to dodge (i tried it man, i dodge missiles in simulators but in dust is ridiculous) when CCP make swarms turn 70 degrees they could change drastic changes of direction and dodge buildings; no matter how you do they only hunt you. Take a look in google, the less degrees turn radius better the swarm is
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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Cat Merc
Onslaught Inc RISE of LEGION
12781
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Posted - 2014.10.24 06:37:00 -
[88] - Quote
Look at it this way, if you just look at the plain suit, not the bonuses or the modules, I would say the Gallente one is the most uninteresting and has nothing going for it.
The Caldari is practically a carbon copy with swapped shields and armor, but with 2.5x the recharge time and 1/2 the delays. For what? An extra 1hp/s on armor?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
118
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Posted - 2014.10.24 06:55:00 -
[89] - Quote
Cat Merc wrote:Look at it this way, if you just look at the plain suit, not the bonuses or the modules, I would say the Gallente one is the most uninteresting and has nothing going for it.
The Caldari is practically a carbon copy with swapped shields and armor, but with 2.5x the recharge time and 1/2 the delays. For what? An extra 1hp/s on armor?
Yeah, lets just ignore the inherent benefits to armor tanking, having free highs and having large numbers of low slots.
Weep not poor children, For life is this way, Murdering beauty and passion.
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1293
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Posted - 2014.10.24 07:37:00 -
[90] - Quote
People always with the panic .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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