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Thread Statistics | Show CCP posts - 11 post(s) |
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1293
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Posted - 2014.10.24 07:41:00 -
[91] - Quote
Operative 1125 Lokaas wrote:Rattati man, reduce ammo on the turrets, particularly the small turrets and make vehicles tougher defensively. Then you will get the balance in the right place instead of vehicles just being fodder for AV. The problem is that tanks and dropships can linger and keep firing on infantry for too long. If they have to go to a depot and reload or recall because there is no depot then that will make players choose their shots.
I'm mainly thinking about the assault dropship hovering with the missile turret. I'd assume that is why the ADS was nerfed in the first place. It didn't stop that from happening, it only caused more people to run swarms. If you don't have a swarm then the problem remains. Stop the ADS from lingering with ammo limits and you'll see the problem for infantry go away.
Likewise, blaster tanks will be limited on how long they can shoot at infantry, but could actually be made better defensively without complaints. If the tank isn't there or out of ammo how can infantry validly complain about imbalance? Nerfing play styles seem to be working so far .
Let's just nerf a role or style out of existence , that will show them all .
It would be fun to have less options and roles on the battlefield , justifies skill point placement doesn't it ?
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1293
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Posted - 2014.10.24 07:47:00 -
[92] - Quote
Nocturnal Soul wrote:Welp dual tanking Caldari is going to be more prominent now. Yeah , that one or two low slots coupled with that 1hp of regen and watch out , here comes the " dual tankers " ... they have so many options to do so right ?
Shields are in such a fabulous place right now right .?. like some believe , I mean look at those Caldari ... they never die .
Must be the best suit with the best weapons out of the bunch .
People want the Caldari to be at the bottom of the pole , I hear Gal players saying that it's the opposite ... the Cal's are and their right .
Gal suits are the best and Cal are the worst even with " those great shields " ... Gal suits are the most used suits because armor is king in this game .
Don't worry people , Cal's will still suck so you will have someone to whoop on ... don't worry .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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TooMany Names AlreadyTaken
Going for the gold
215
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Posted - 2014.10.24 09:08:00 -
[93] - Quote
CCP Rattati wrote:Scrambler Rifle Heat cost reduced All Scramblers Seize time reduced
Dropsuits All dropsuits now have native armor reps, including basic frames Those are the best changes so far, thank you!
40 kills with the most basic, cheapest possible dual-wielding standard Bolt Pistol fit...
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Cat Merc
Onslaught Inc RISE of LEGION
12782
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Posted - 2014.10.24 10:17:00 -
[94] - Quote
Malleus Malificorum wrote: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. "Inherent benefits to armor tanking" I'm sorry, could you please explain those benefits to me? Because with all the shield buffs lately, I kind of lost track of any.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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BL4CKST4R
La Muerte Eterna Dark Taboo
3231
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Posted - 2014.10.24 10:27:00 -
[95] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Nocturnal Soul wrote:Welp dual tanking Caldari is going to be more prominent now. Yeah , that one or two low slots coupled with that 1hp of regen and watch out , here comes the " dual tankers " ... they have so many options to do so right ? Shields are in such a fabulous place right now right .?. like some believe , I mean look at those Caldari ... they never die . Must be the best suit with the best weapons out of the bunch . People want the Caldari to be at the bottom of the pole , I hear Gal players saying that it's the opposite ... the Cal's are and their right . Gal suits are the best and Cal are the worst even with " those great shields " ... Gal suits are the most used suits because armor is king in this game . Don't worry people , Cal's will still suck so you will have someone to whoop on ... don't worry .
Sir you are confused, please proceed to the nearest exit.
supercalifragilisticexpialidocious
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Zaria Min Deir
TeamPlayers Negative-Feedback
803
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Posted - 2014.10.24 10:53:00 -
[96] - 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. Um, I think you might have missed the point. I believe most people who have used swarms have previously run into the issue of a vehicle dodging behind a building, at which point, the swarms instead of following around, turn too sharply and hit the building. The turn radius 'nerf' was in fact, somewhat of a buff to swarms, as they now turn less sharply and are more likely to actually follow a vehicle instead of uselessly hitting any obstacle on the way.
In the case of trying to hit an ADS flying completely in the clear and not using any buildings etc to maneuver around to escape from swarms, then yes, you are right, higher turn radius would probably be better. But such situations are actually the rarer case. In majority of situations on the maps we have in dust, there are buildings of various kind that pilots, both in air and on the ground, use to get away from swarms following them. In which case, lower turn radius is actually better.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4257
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Posted - 2014.10.24 14:56:00 -
[97] - Quote
Hey, can we get a lower seize time on the LR too? Pretty please?
(The godfather of tactical logistics)
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 16:38:00 -
[98] - Quote
La Lore Sleipnier wrote: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
So really you just need to RTM/hotfix notes, because nowhere does it say "TURN RADIUS". What it actually says is "max turn degrees". As such, yes, I do in fact understand that reduced turn radius is in fact better. Unfortunately for you, that's not what was changed- it was the max turn angle. Which means that swarms can no longer turn that tightly.
So what you're really doing is making yourself look illiterate. In which case you should probably stop talking, because your continued babbling just makes you look bad.
Also, as to the part that I bolded, well no duh you can't dodge guided missiles in DUST. The control schemes are either terrible for derpships (KB/M) or simply don't support that kind of fine control (DS3). Quite frankly, I'd even contend that KB/M doesn't support that sort of control capability, and you'd just need a joystick- or a game that has mechanics designed to allow that possibility.
Zaria Min Deir wrote:Um, I think you might have missed the point. I believe most people who have used swarms have previously run into the issue of a vehicle dodging behind a building, at which point, the swarms instead of following around, turn too sharply and hit the building. The turn radius 'nerf' was in fact, somewhat of a buff to swarms, as they now turn less sharply and are more likely to actually follow a vehicle instead of uselessly hitting any obstacle on the way.
In the case of trying to hit an ADS flying completely in the clear and not using any buildings etc to maneuver around to escape from swarms, then yes, you are right, higher turn radius would probably be better. But such situations are actually the rarer case. In majority of situations on the maps we have in dust, there are buildings of various kind that pilots, both in air and on the ground, use to get away from swarms following them. In which case, lower turn radius is actually better.
I'm doubtful that I missed the point, considering I seem to be the only one who RTM'd the hotfix notes. The swarm changes explicitly say "Swarm missile max turn degrees", and makes no reference to turn radius. With that said, vehicles tend to be very fast, which limits the ability of swarm users to get multiple volleys in-air as soon as the pilot notices what's going on.
Granted, this is just my experience, and I fully admit that I don't tank very often, and I am a wannabe ADS pilot. The former results in me mostly using militia HAVs (generally Sicas right now), while the latter is due to the cost of an ADS as well as the horror of trying to fly with KB/M driving me into using a DS3.
Most of the time, when swarms are firing on me, I generally hit the afterburner and fly mostly up, and then mostly away. Maybe it's just me, but this generally allows me to outrun the swarms- either because I somehow outran the missiles, or just because I jetted out of lock range fast enough that the swarm user couldn't get more shots off.
John Demonsbane wrote:Hey, can we get a lower seize time on the LR too? Pretty please?
YES, we must have reduced seize time on the laser rifle! Do it CCP!
Buff Logis | Nerf Goldfish
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Commander Noctus
Gallente Loyalist
91
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Posted - 2014.10.24 17:01:00 -
[99] - Quote
Fizzer XCIV wrote:Commander Noctus wrote:Whoa, no way that those numbers are ok. Amarr, as you stated yourself Rattati, are supposed to be the Armor-Brick Kings. How is a 30hp boost to HP over 2 of the other races in any way a display of damage tanking prowess? And the Amarr suits are slower anyway, making the "bonus" nothing but flavor.
Please, reconsider these numbers: give the Amarr a very noticable advantage over the other races in the HP department via a direct increase to our Armor or a decrease to the others (I prefer the former to the latter). FTFY. P.S. I think us Amarr have plenty of HP. I'm just making a point that the Gallente have plenty of reps, and it falls in line.
I understand your reasoning. And to be fair, I personally wouldn't mind having the Amarr's armor be boosted up a bit, since I think there should be a bigger difference between the two in their respective tank-expertise. However, do take into consideration that, while you do move slowest of all the races, you have very large stamina on all your suits, allowing you to basically catch up to every other race. That's still one unique feature you have over the other races.
Gallente used to have a rep bonus that made them unique from the other suits (Caldari with their shield regen, delay, and amount advantage; Minmatar with their speed and stamina regen advantage; Amarr with their stamina quantity). With that now essentially "equalized" what is it about my race's suit that makes it more desirable over the Amarr? Slight speed advantage? Tiny shield advantage? The larger pool of weapons that currently have an "UNBELIEVABLY STRONG" skill of less hipfire dispersion over a heat-buildup decrease of all laser weapons on the ak.0? The four eyes?
I don't want some massive 5-10hp/s for the Assault variant or anything. I'd actually be happier if the original numbers were implemented for the Gallente, maybe a 0.5 boost over those. But I suppose I'll see how the changes work out once it's deployed.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 17:07:00 -
[100] - Quote
Commander Noctus wrote:However, do take into consideration that, while you do move slowest of all the races, you have very large stamina on all your suits, allowing you to basically catch up to every other race. That's still one unique feature you have over the other races.
I just wanted to comment on this part about Amarr having lots of stamina allowing them to catch up to everyone else. Unfortunately, this is wrong. It was, in fact, mathematically proven to be wrong way back when the Amarr scout bonus was merely "oh, hey, you get some more stamina".
All the stamina in the world is useless if you do not have the speed to take advantage of it. Now, this difference is likely not as noticeable between the medium and heavy frames, but it was a very stark thing with the scouts that very easily demonstrated that the "lots of stamina" bonus was actually useless.
Buff Logis | Nerf Goldfish
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Commander Noctus
Gallente Loyalist
91
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Posted - 2014.10.24 17:20:00 -
[101] - Quote
Victor Moody Stahl wrote:Commander Noctus wrote:However, do take into consideration that, while you do move slowest of all the races, you have very large stamina on all your suits, allowing you to basically catch up to every other race. That's still one unique feature you have over the other races. I just wanted to comment on this part about Amarr having lots of stamina allowing them to catch up to everyone else. Unfortunately, this is wrong. It was, in fact, mathematically proven to be wrong way back when the Amarr scout bonus was merely "oh, hey, you get some more stamina". All the stamina in the world is useless if you do not have the speed to take advantage of it. Now, this difference is likely not as noticeable between the medium and heavy frames, but it was a very stark thing with the scouts that very easily demonstrated that the "lots of stamina" bonus was actually useless.
I obviously missed those threads then. In which case, there's more wrong with suit balance than I thought. Btw, any chance you could link those threads somewhere? I'm curious to see the numbers on them.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Victor Moody Stahl
Amarr Templars Amarr Empire
49
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Posted - 2014.10.24 17:24:00 -
[102] - Quote
I'll see what I can dig up, but I can't make any promises.
Insofar as suit balance goes, I'd wager a million ISK that CCP gave Amarr suits more raw stamina as compensation for their slower speed, the idea being that they don't end up so much slower.
Personally, I'd rather that they have just given us an Amarr LAV instead, because then I could cruise the battlefield and pick up hot babes in my golden swagmobile and awesome battlecoat of swag.
Buff Logis | Nerf Goldfish
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poison Diego
Vengeance Unbound Dark Taboo
471
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Posted - 2014.10.24 18:30:00 -
[103] - Quote
10 degrees!! damn! Now the swarm will almost not bend me over every time
is there a contradiction to jealousy?
.
if so, KingThunderBolt would know....
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Atiim
13174
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Posted - 2014.10.24 19:24:00 -
[104] - Quote
poison Diego wrote:10 degrees!! damn! Now the swarm will almost not bend me over every time Would you rather have a 0-¦ change?
The 1st Matari Commando
-HAND
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Killer's Coys
Prima Gallicus
127
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Posted - 2014.10.24 19:35:00 -
[105] - Quote
Hi Rattati (and others )
I'm very happy for this Banlance Hotfix, a native armor repair for each dropsuit is very nice, I wanted that for a long time. Thank you.
Even if people say "a native armor repair for Caldari (all) is a bad idea. Caldari are shield tankers" and blablabla It's correct, but, people (like me) who run Caldari suits, it's not very nice not to have any armor repair, so I must put a reactive plate, and if it's been given to us (nativly) we'll put another mod (like shield regulaator, kitkat, cardiac regulator)
=> Why don't wanna I to put armor plate (for dual tanking) ==> Because 1.5HP/s isn't smart to play with armor when you are shield tankers
So, for me, any problem about that
My real problems are the next ones :
1) For me, Gallente Assault hasn't enought native armor repair. For me, it must be 3HP/s Not 3.5, it would be OP (I think) but 3HP is nice.
2) I agree with the Rail Rifle nerf. But, for my Caldari assault, I haven't any CQC racial light weapon. I know Caldari (assault) is for long distance. But in a complex, how do I do ? I stay upstairs ? Like a ****** camper ? If I have your benedictio LOL Seriously, give me an answer please, because at the moment I don't know how I'll do in CQC
Logibro, you're my boy
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Mr.Pepe Le Pew
Art.of.Death VP Gaming Alliance
11
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Posted - 2014.10.24 20:59:00 -
[106] - Quote
Klubba Dkc2 wrote:Well, let's see what will happen. I don't like very much the numbers of native reps, they kind normalize what it was a special attribute of gallente race and also actually nerf part of the gallente to favor other races.
I agree. One of the main reasons one picks Gallente suits is because they are the only race with native armor reps. If this is the case, then give gallante more speed like minmatar and more armor like Amarr and more shields like the the Caldari... The native armor rep buff should only include Gallente suits.
CEO / Art.of.Death
We fight together now. We look forward to the future in Legion.
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iWanderer
PT-BR
3
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Posted - 2014.10.24 20:59:00 -
[107] - Quote
Just to be clear, every suit gets passive reps, ok Gallente gets better reps than other races, ok. I just don-¦t understand why the basic Gallente suits are getting better reps than Gallente racial suits... Example: Gallente basic heavy - 2,5 rep/s Gallente racial sentinel - 2 rep/s - less than basic suit
Gallente basic medium - 3 rep/s Gallente racial assault - 2,5rep/s - less than basic suit
Gallente basic light - 2 rep/s Gallente racial scout - 1,5 rep/s - less than basic suit
It-¦s Gallente, the armor race! If the basics are better why specialize? And how about who may have invested into Gallente.. Not even to go into the other racial suits, because Gallente ir armor, but it looks kind of the same logic, or am I missing something?
Another thing, please explain why the logi suit gets better reps than an assault suit? Assault is assault, kind of a small commando. It should do less then the commando, not worse than a logi...
Just another example maybe better to explain my point: Minmatar basic light 1,5 reps, Amarr basic light 1,5 reps Gallente Racial Scout 1,5 reps ,
get the point? I didn-¦t...
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TooMany Names AlreadyTaken
Going for the gold
215
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Posted - 2014.10.24 22:32:00 -
[108] - Quote
When will these changes be implemented? Or is it still a maybe?
40 kills with the most basic, cheapest possible dual-wielding standard Bolt Pistol fit...
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Denchlad 7
Dead Man's Game
868
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Posted - 2014.10.25 01:21:00 -
[109] - Quote
TooMany Names AlreadyTaken wrote:When will these changes be implemented? Or is it still a maybe?
Tuesday 28th October, as Rattati said earlier in the thread.
The Connoisseur of Weapons. 19/19 L5 P2.
Snarcasm > Sarcasm
Excessively British.
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SponkSponkSponk
WarRavens Capital Punishment.
1086
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Posted - 2014.10.25 01:50:00 -
[110] - Quote
Commander Noctus wrote:I obviously missed those threads then. In which case, there's more wrong with suit balance than I thought. Btw, any chance you could link those threads somewhere? I'm curious to see the numbers on them.
It's pretty easy to work out by looking at the stats on protofits or whatever.
In essence, the ak.0 moves so slowly that by the time it runs out of stamina, all the other scouts have already sprinted, ran out of stamina, kept walking, and are still further ahead.
Dust/Eve transfers
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KEROSIINI-TERO
The Rainbow Effect
1406
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Posted - 2014.10.25 02:34:00 -
[111] - Quote
CCP Rattati wrote:Weapons Rail Rifle CQC ability reduced via Charge-up increase Assault Scrambler Rifle accuracy increased via min and max Dispersion Assault Scrambler Heat cost reduced Scrambler Rifle Heat cost reduced All Scramblers Seize time reduced Assault Combat rifle Accuracy reduced via min Dispersion Bolt pistol ROF reduced via Charge-up increase Bolt pistol CQC ability reduced via min Dispersion Vehicles AV ability of Incubus increased via rate of fire heat penalty removed Swarm missile turn radius reduced by another 10 degrees Dropsuits All dropsuits now have native armor reps, including basic frames
Very good, all of changes are neutral or positive. (neutral on ASCR thingies as I don't have experience on those)
TLDR; nice nice nice!
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Victor Moody Stahl
Amarr Templars Amarr Empire
53
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Posted - 2014.10.25 05:00:00 -
[112] - Quote
SponkSponkSponk wrote:In essence, the ak.0 moves so slowly that by the time it runs out of stamina, all the other scouts have already sprinted, ran out of stamina, kept walking, and are still further ahead.
Yeah, as someone who's got L5 Amarr Scout, I can confidently say that the only time the bonus actually feels nice is when I outrun all those assaults and medframes... except for some of those Minsalts. They still outrun me, for some reason ridiculous reason.
Incidentally, this is why I find the current Amarr Scout precision bonus to be... unsatisfying. Sure, sure, it's nice to be able to scan stuff that thinks it's invisible without having to fit precision mods, but I'd much rather that they simply have retooled the Amarr scout stamina bonus into a general biotic mod efficacy bonus.
The description (and previous/part of the current bonus(es)) says the Amarr scout is supposed to be all biotics-oriented. Why not really emphasize that with a biotic mod efficacy bonus? But then again, nobody seems to listen to me... though it would obviously help if I said these things in the first place. Oh well, what can you do.
Buff Logis | Nerf Goldfish
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Cyrus Grevare
WarRavens Capital Punishment.
359
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Posted - 2014.10.25 06:00:00 -
[113] - Quote
iWanderer wrote:Just to be clear, every suit gets passive reps, ok Gallente gets better reps than other races, ok. I just don-¦t understand why the basic Gallente suits are getting better reps than Gallente racial suits... Example: Gallente basic heavy - 2,5 rep/s Gallente racial sentinel - 2 rep/s - less than basic suit
Gallente basic medium - 3 rep/s Gallente racial assault - 2,5rep/s - less than basic suit
Gallente basic light - 2 rep/s Gallente racial scout - 1,5 rep/s - less than basic suit
It-¦s Gallente, the armor race! If the basics are better why specialize? And how about who may have invested into Gallente.. Not even to go into the other racial suits, because Gallente ir armor, but it looks kind of the same logic, or am I missing something?
Another thing, please explain why the logi suit gets better reps than an assault suit? Assault is assault, kind of a small commando. It should do less then the commando, not worse than a logi...
Just another example maybe better to explain my point: Minmatar basic light 1,5 reps, Amarr basic light 1,5 reps Gallente Racial Scout 1,5 reps ,
get the point? I didn-¦t...
Oh man, I hadn't noticed that basic frames are better or equal at repping how I hope this will get rebalanced before deployment
www.protofits.com - a Dust 514 fitting tool
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Joel II X
Molon Labe. General Tso's Alliance
4051
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Posted - 2014.10.25 06:49:00 -
[114] - Quote
Welp, there goes that one thing the Gallente suits had going for themselves.
I would've been fine with it if they had better repair rates, but .5 more reps? Also, why do scouts have 1.5 and frames have 2 of repair? Just curious. |
iWanderer
PT-BR
6
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Posted - 2014.10.25 07:32:00 -
[115] - Quote
Cyrus Grevare wrote:Oh man, I hadn't noticed that basic frames are better or equal at repping how I hope this will get rebalanced before deployment
And deployment is planned for tuesday.
But really, BASIC frames with BETTER reps than RACIAL?!! I have had time to look it over and it seems that ALL racial suits lack reps compared do respective basic. CCP Rattati, look this over in a better view or at least explain the logic behind it.
No other basic ou racial should have better reps than Gallente racial.
I really think this should be looked at before deployment, just because, I honestly can not see the "Balance" |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3960
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Posted - 2014.10.25 07:55:00 -
[116] - Quote
Newbies need something other than "sucks to be you."
Armor rep is a start.
And the change benefits shield suits more than it will ever benefit gallente or amarr. Means I can pull the reps off my cal/min suits.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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iWanderer
PT-BR
6
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Posted - 2014.10.25 08:39:00 -
[117] - Quote
Breakin Stuff wrote:Newbies need something other than "sucks to be you."
Armor rep is a start.
And the change benefits shield suits more than it will ever benefit gallente or amarr. Means I can pull the reps off my cal/min suits.
That I agree, its good for newbies because every suit has native shield regen. And I agree it serves better non Gallente suits, but ok, everybody gets native armor rep like shields, fine, and Gallente get more.
But I state it again so you can see the "balance problem":
Minmatar basic light 1,5 reps Amarr basic light 1,5 reps Gallente Racial Scout 1,5 reps
In a sort of way, this is nerfing the Gallente class....except commandos, but then again Gallente commando has only slightly better reps then other commandos... |
iWanderer
PT-BR
6
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Posted - 2014.10.25 09:30:00 -
[118] - Quote
Here a small lookup I made:
Shield recharge
Light Suits: ............................. Scout Suits: Basic Cal - 50.....................................Cal - 50 Basic Amarr - 30................................Amarr - 30 Basic Min - 40.....................................Min - 40 Basic Gal - 40.................................... Gal - 30 All the same except Gal light and Scout - should be fixed!!
Medium Suits:................................... Assault Suits: Basic Cal - 30........................................ Cal - 30 Basic Amarr - 20 ...................................Amarr - 20 Basic Min - 25 ....................................... Min - 25 Basic Gal - 20........................................ Gal - 20 All the same.
Heavy Suits: .....................................Sentinel Suits: Basic Cal - 30 .....................................Cal - 30 Basic Amarr - 15.................................Amarr - 15 Basic Min - 20..................................... Min - 20 Basic Gal 15 .......................................Gal - 15 All the same, note Gallente have half the shield regen then Caldari. Could be rebalanced...
Proposed Armor
Light Suits: ............................. Scout Suits: Basic Cal - 0,5.....................................Cal - 1 Basic Amarr - 1................................Amarr - 1,5 Basic Min - 1.....................................Min - 1,5 Basic Gal - 2.................................... Gal - 2,5 All the same except Gal light and Scout
Medium Suits:................................... Assault Suits: Basic Cal - 1,5........................................ Cal - 2 Basic Amarr - 2 ...................................Amarr - 2,5 Basic Min - 2 ....................................... Min - 2,5 Basic Gal - 3........................................ Gal - 3,5 All the same.
Heavy Suits: .....................................Sentinel Suits: Basic Cal - 1 .....................................Cal - 1,5 Basic Amarr - 1,5.................................Amarr - 2 Basic Min - 1,5..................................... Min - 2 Basic Gal 2,5 .......................................Gal - 3
Commandos: Gal - Min - Amarr - Cal - should be 3,5 - 2,5 - 2,5 - 2 Logis - Same as assault or I think better, use basic medium values if to make then tougher, but then do we want killer logis?
Hope I didn-¦t get anything wrong. Please comment on any error in this logical approach. Balanced??
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TooMany Names AlreadyTaken
Going for the gold
217
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Posted - 2014.10.25 11:32:00 -
[119] - Quote
Denchlad 7 wrote:TooMany Names AlreadyTaken wrote:When will these changes be implemented? Or is it still a maybe? Tuesday 28th October, as Rattati said earlier in the thread. Oh, thanks, must've missed it lol
That moment when you mow down a proto Caldari assault suit with a militia laser rifle.
Words can't describe it.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3966
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Posted - 2014.10.25 11:46:00 -
[120] - Quote
@iWanderer
If you think minor armor regen will cause the resurgence of the slayer logi it's time to put the pipe down. You've had enough.
Slayer logi was a problem because you could get them above assault HP and close to sentinel HP.
That is the only reason. You can't do that anymore. Slayer logis will not be a THING.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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