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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Rattati
C C P C C P Alliance
9079
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Posted - 2014.10.23 10:29:00 -
[1] - Quote
Dear Players,
We had a tiny opening in our TQ deployment schedule so we are using the opportunity to make some balance changes and bugfixes.
We know it's a shorter feedback loop than normal but please take a look at the proposed changes.
Balance Hotfix
The only item that needs an extended explanation is the ROF penalty to heat cost for the Incubus. Turns out there is a very abnormal penalty setting on the Skill that was created to offset the ROF bonus of the skill. This penalty remained the same and created this weird behaviour that inverted the ROF of high skill pilots. Please try it out post change. We didn't change anything else to make sure this is verified by pilots. We are very open to more changes to the ADS, based on the continued role dialogue here:
https://forums.dust514.com/default.aspx?g=posts&t=176523&find=unread
The others are widely requested and data supported tweaks
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 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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Klubba Dkc2
Atmospheric Pollution
32
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Posted - 2014.10.23 10:39:00 -
[2] - Quote
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.
Klubba pay Toll
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Ripley Riley
Incorruptibles
4062
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Posted - 2014.10.23 10:40:00 -
[3] - Quote
<3 so hard
My advice to you, playa...
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Firbolg Barun
Abandoned Privilege Top Men.
54
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Posted - 2014.10.23 10:48:00 -
[4] - Quote
******* fast Rattati, ******* fast.
Here, have a cookie! |
BL4CKST4R
La Muerte Eterna Dark Taboo
3223
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Posted - 2014.10.23 10:58:00 -
[5] - Quote
*sigh*
supercalifragilisticexpialidocious
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Middas Betancore
Kirjuun Heiian
105
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Posted - 2014.10.23 11:10:00 -
[6] - Quote
GG CCP, thanks for the native reps, this does soo much for my cal fittings, il post feedback when I get an idea of the state of play
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Jebus McKing
lol Proto
795
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Posted - 2014.10.23 11:10:00 -
[7] - Quote
CCP Rattati wrote:Dropsuits All dropsuits now have native armor reps, including basic frames Almost spilled my coffee.
Also, another Bolt Pistol nerf? Eh. Don't really feel that it needs it. I'd rather see its headshot bonus reduced than further ROF nerfs.
DUST514 is love // @JebusMcKing
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Tesfa Alem
Death by Disassociation
247
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Posted - 2014.10.23 11:21:00 -
[8] - Quote
Very welcome changes on the Incubus, I will be very pleased to dust off the rail turret, it will be interesting to try to outfly swarm first and see if i can throw them off with a lower turn radius.
The weapons changes at a glance make sense. Rail rifle isn't CQC, Assault combat rifles needed a tweak without hurting thier damage output. Scramblers were a little too nuetered.
The Bolt pistol adustments everyone could see coming a mile away, its good that its being kept as a long range, skill shot, high DPS weapon.
Will let you know after down time if the rail turret tweaks came through, and how it fares vs other dropships, tanks and the like.
Redline for Thee, but no Redline for Me.
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Vell0cet
Vengeance Unbound Dark Taboo
2417
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Posted - 2014.10.23 11:26:00 -
[9] - Quote
Everything on this list makes sense to me. Good work.
Best PvE idea ever!
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
988
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Posted - 2014.10.23 11:26:00 -
[10] - Quote
my fear =)
Please support fair play!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3856
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Posted - 2014.10.23 11:54:00 -
[11] - Quote
CCP Rattati wrote: Rail Rifle CQC ability reduced via Charge-up increase
I can't believe I'm about to do this, but I'll give up the secret of my most evil trick to forestall the disappointment when this fails to fix the problem you want to correct.
It's going to take about 30 minutes of experimentation for anyone who hasn't already figured out the workaround at most. Less for a Destiny Fusion Rifle nrrd.
It's how I occasionally use an Ishukone Assault Forge as a CQC weapon.
You just have to remember your ABC's
Always Be Charging
This won't keep rails out of CQC.
The blunt best solution would be to swap primary gallente to breach firing style and Caldari yo assault style. Make the breach shott range, make the assault long range.
Balance is easier then I swear to you. But increasing the charge time is the bandaid that's going to look good on paper and fall flat on it's face in practice.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4247
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Posted - 2014.10.23 11:55:00 -
[12] - Quote
Looks solid. Time to dust off the old AScR and see how she does!
(And yes yes yes, moar RR CQC nerfs, plz!)
(The godfather of tactical logistics)
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Nocturnal Soul
Primordial Threat
4200
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Posted - 2014.10.23 11:58:00 -
[13] - Quote
Welp dual tanking Caldari is going to be more prominent now.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Operative 1125 Lokaas
True Companion Planetary Requisitions
520
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Posted - 2014.10.23 12:06:00 -
[14] - Quote
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?
THIS IS THE VOICE OF RÁN
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John Demonsbane
Unorganized Ninja Infantry Tactics
4248
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Posted - 2014.10.23 12:20:00 -
[15] - Quote
ETA?
(The godfather of tactical logistics)
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Firbolg Barun
Abandoned Privilege Top Men.
54
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Posted - 2014.10.23 12:23:00 -
[16] - Quote
http://imgur.com/qFophMI |
Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
462
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Posted - 2014.10.23 12:27:00 -
[17] - Quote
Rattati want more hotfixes
from Russia with Love <8
DS4 + PS3 + DUST514 - 30 FPS Max = NO GOOD // DS4 + PS4 + DUST514 + 60 FPS = WERY G-+-+-+-+D
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
72
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Posted - 2014.10.23 12:40:00 -
[18] - Quote
seems legit, ship it |
Cat Merc
Onslaught Inc RISE of LEGION
12770
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Posted - 2014.10.23 13:36:00 -
[19] - Quote
Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Dingleburt Bangledack
290
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Posted - 2014.10.23 13:50:00 -
[20] - Quote
Cat Merc wrote:Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort. I wouldn't mind so much if the Gal's native reps were higher by more than a negligible amount.
...But 0.5? Ya, that'll make all the difference. |
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BL4CKST4R
La Muerte Eterna Dark Taboo
3224
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Posted - 2014.10.23 13:56:00 -
[21] - Quote
Dingleburt Bangledack wrote:Cat Merc wrote:Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort. I wouldn't mind so much if the Gal's native reps were higher by more than a negligible amount. ...But 0.5? Ya, that'll make all the difference.
Yep in 15 minutes a gal will rep 450 more up than an amarr. =ƒÿä
supercalifragilisticexpialidocious
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CCP Rattati
C C P C C P Alliance
9102
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Posted - 2014.10.23 13:57:00 -
[22] - Quote
I would rather do more with efficacy than these built in bonuses.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
3224
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Posted - 2014.10.23 14:02:00 -
[23] - Quote
CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses.
Well when can we expect an efficacy bonus, if you add in an efficacy bonus to reps for all Gallente suits I will forgive you for these numbers :)
While I'm at it 5-10% per level repper efficacy
37.5-45 +2.5 hp/s on a average gal assault fit
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3861
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Posted - 2014.10.23 14:05:00 -
[24] - Quote
CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses.
Your rail rifle fix isn't going to stop the problem you're trying to fix.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CCP Rattati
C C P C C P Alliance
9102
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Posted - 2014.10.23 14:07:00 -
[25] - Quote
Breakin Stuff wrote:CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses. Your rail rifle fix isn't going to stop the problem you're trying to fix.
we'll see. there are other rr changes there as well. This is only meant to hurt the 0-20 meter engagement of RR, the charge up will help with that and increased dispersion.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3861
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Posted - 2014.10.23 14:14:00 -
[26] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses. Your rail rifle fix isn't going to stop the problem you're trying to fix. we'll see. there are other rr changes there as well. This is only meant to hurt the 0-20 meter engagement of RR, the charge up will help with that and increased dispersion.
The problem I am seeing is that breach style guns (as defined by DUST) tend to operat natively better in CQC and assault style tend to work natively better at range. Right now this feels like trying to use a shoehorn because the opposite is true in action movie physics.
I always thought EVE and DUST were intended to be close to hard scifi rather than cinematic scifi, which is exactly what drew me in.
Now if I'm wrong I will shut up, but this rabbit hole is screwbally and I predict will cause more headaches than relief before a solution is found. Hope I'm wrong.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Stefan Stahl
Seituoda Taskforce Command
801
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Posted - 2014.10.23 14:22:00 -
[27] - Quote
Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. |
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CCP Rattati
C C P C C P Alliance
9102
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Posted - 2014.10.23 14:25:00 -
[28] - Quote
Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course.
It and the ACR dominate PC rifle kills
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3863
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Posted - 2014.10.23 14:30:00 -
[29] - Quote
What ranges are they dominating PC on average?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1006
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Posted - 2014.10.23 14:59:00 -
[30] - Quote
Thank you Rattati! Can't wait to check the changes out in person.
And those scrambler changes
The Incubus is Broken
Judge Rhadamanthus is my Hero
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1262
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Posted - 2014.10.23 15:42:00 -
[31] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses. Your rail rifle fix isn't going to stop the problem you're trying to fix. we'll see. there are other rr changes there as well. This is only meant to hurt the 0-20 meter engagement of RR, the charge up will help with that and increased dispersion.
Ok...i've had about enough of this.
The maps and point of most game modes (i.e. closing to an objective panel and flipping / defending it) inherently make Dust a close to mid-range focused game. You build a weapon optimized for long range, no problem with that, but you don't like that it has to preform where MAJORITY of the fighting occurs so you've nerfed it continually for several HF / Patches in a row. You've also done solid work in bringing up CQC focused weapons such as the PR to be even better in their optimal. Logi's have to be up close to the fighting so there is no racial light weapon that supports this. The Cal Assault if relegated to support by fire positions due to the racial weapons systems is a poor version of the Cal Commando at that point. Assualt's purpose is to close with and secure points and kill opposing clones but the "optimized" weapon for them is directly counter to that.
How about a middle ground... Can you have CAL assault / logi / Commando get a bonus that brings down recoil and charge time?
WTF. If the RR is that bad of a design the remove it from the game, refund some SP, and figure out how you want this thing to work and then re-introduce it. Right now it's quickly becoming a stack SP i'll not be using for a while.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6773
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Posted - 2014.10.23 15:43:00 -
[32] - Quote
Breakin Stuff wrote:What ranges are they dominating PC on average?
One would assume all within their optimal.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1262
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Posted - 2014.10.23 15:44:00 -
[33] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. It and the ACR dominate PC rifle kills
And that means they need nerfs? Or does it mean the other weapons need some love?
If the ACR is also dominating what nerf are you planning for that since just the RR is listed in the OP?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6773
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Posted - 2014.10.23 15:46:00 -
[34] - Quote
Jaysyn Larrisen wrote:CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:I would rather do more with efficacy than these built in bonuses. Your rail rifle fix isn't going to stop the problem you're trying to fix. we'll see. there are other rr changes there as well. This is only meant to hurt the 0-20 meter engagement of RR, the charge up will help with that and increased dispersion. Ok...i've had about enough of this. The maps and point of most game modes (i.e. closing to an objective panel and flipping / defending it) inherently make Dust a close to mid-range focused game. You build a weapon optimized for long range, no problem with that, but you don't like that it has to preform where MAJORITY of the fighting occurs so you've nerfed it continually for several HF / Patches in a row. You've also done solid work in bringing up CQC focused weapons such as the PR to be even better in their optimal. Logi's have to be up close to the fighting so there is no racial light weapon that supports this. The Cal Assault if relegated to support by fire positions due to the racial weapons systems is a poor version of the Cal Commando at that point. Assualt's purpose is to close with and secure points and kill opposing clones but the "optimized" weapon for them is directly counter to that. How about a middle ground... Can you have CAL assault / logi / Commando get a bonus that brings down recoil and charge time? WTF. If the RR is that bad of a design the remove it from the game, refund some SP, and figure out how you want this thing to work and then re-introduce it. Right now it's quickly becoming a stack SP i'll not be using for a while.
Makes sense though. I've protoed out Gallente Assault/Commando, have 30+ skills at level 5, have my entire Assault Rifle tree maxed out at 5 and I still feel like it's going to be a toss up in CQC against an RR. Combat Rifle I can kinda/sorta expect because it's a weapon -designed- against my playstyle but the RR shouldn't make me feel uneasy at 20m.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6773
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Posted - 2014.10.23 15:47:00 -
[35] - Quote
Jaysyn Larrisen wrote:CCP Rattati wrote:Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. It and the ACR dominate PC rifle kills And that means they need nerfs? Or does it mean the other weapons need some love? If the ACR is also dominating what nerf are you planning for that since just the RR is listed in the OP?
ACR got dispersion changes.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3868
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Posted - 2014.10.23 15:47:00 -
[36] - Quote
It means PC players use whatever they beliece is an optimal build which universally means brick armor and anti armor weapons.
They are the primary source of the EHP>ALL fallacy.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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JUPA SACH
Bloodline Rebellion
210
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Posted - 2014.10.23 15:56:00 -
[37] - Quote
Was the RR nerf really necessary? I just hope my 2.5m sp in that weapon haven't been invested wrongly :(
Karma
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6773
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Posted - 2014.10.23 16:04:00 -
[38] - Quote
JUPA SACH wrote:Was the RR nerf really necessary? I just hope my 2.5m sp in that weapon haven't been invested wrongly :(
It was argued - when they were first being released - that a .25 second charge-up wasn't enough to combat their overwhelming DPS. They increased it to 0.3 seconds based on our feedback. It still wound up being pretty over-powered and that theme has lasted for quite a while; it was a major game-changer.
Going from 0.3 - 0.5... I think it'll be just fine. 0.5 was what we were shooting for before 1.7 (hard to believe that was a year ago). It'll take some getting used to, sure, but I doubt that it'll honestly be this big overwhelming change people are making it out to be. Just practice with the Plasma Cannon for a while to get used to the charge-up time
{ | bittervetmode = 0
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== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Horizon Limit
Nexus Balusa Horizon
91
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Posted - 2014.10.23 16:04:00 -
[39] - Quote
When is it going to happen? If it's already online, i can tell the italian client have not updated info.
Cal scout vs Cal scout
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RedPencil
Abandoned Privilege Top Men.
103
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Posted - 2014.10.23 16:05:00 -
[40] - Quote
Have you fix Bolt pistol bullet magnet yet
Beware Paper cut M[;..;]M
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Cyrus Grevare
WarRavens Capital Punishment.
354
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Posted - 2014.10.23 16:12:00 -
[41] - Quote
Ouch, echoed sentiments on Gallente's loss of uniqueness.
Judging from the Assaults proposed changes: Gal - 2.5, Min - 2.0, Am - 2.0, Cal - 1.5
The only factor in which Gal is better than the others is +0.5 reps, while each other suit still keeps their own innate characteristics, Caldari better shield recharge stats, Minmatar better speed and slightly better hack times and Amarr better buffer.
While efficacy bonuses might change perspective, it's not like other races wouldn't get efficacy bonuses on some other stat.
Though I was on the fence of global regen, I think the original numbers were better :(
www.protofits.com - a Dust 514 fitting tool
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JUPA SACH
Bloodline Rebellion
210
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Posted - 2014.10.23 16:14:00 -
[42] - Quote
Aeon Amadi wrote: Just practice with the Plasma Cannon for a while to get used to the charge-up time Yeah i'll get used to it, but i thought it was fine as it was, just that
Karma
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3868
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Posted - 2014.10.23 16:16:00 -
[43] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Cyrus Grevare
WarRavens Capital Punishment.
354
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Posted - 2014.10.23 16:23:00 -
[44] - 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.
As it stands now, in Hf Delta, if you were to describe say assault suits, what would you say was a distinct characteristic each race has? not taking into account anything else but base stats.
www.protofits.com - a Dust 514 fitting tool
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XxGhazbaranxX
Eternal Beings Dark Taboo
1768
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Posted - 2014.10.23 16:35:00 -
[45] - Quote
Still not live. Rep amounts not applied and incubus still the same. Maybe someone forgot to deploy it or it wasn't scheduled for today?
Plasma Cannon Advocate
Dust 514 Survivor
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Cavani1EE7
Murphys-Law General Tso's Alliance
348
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Posted - 2014.10.23 16:36:00 -
[46] - Quote
Nocturnal Soul wrote:Welp dual tanking Caldari is going to be more prominent now. Caldari have the lowest armor repair by far, it's not going to happen.
Take a bow
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Cat Merc
Onslaught Inc RISE of LEGION
12775
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Posted - 2014.10.23 17:12:00 -
[47] - Quote
Dingleburt Bangledack wrote:Cat Merc wrote:Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort. I wouldn't mind so much if the Gal's native reps were higher by more than a negligible amount. ...But 0.5? Ya, that'll make all the difference. The thing is that even if it was small, it was still unique. Any other race had to fit repairers for even 1hp/s.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Gabriella Grey
THE HANDS OF DEATH RUST415
199
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Posted - 2014.10.23 17:17:00 -
[48] - Quote
CCP Rattati wrote:Dear Players, We had a tiny opening in our TQ deployment schedule so we are using the opportunity to make some balance changes and bugfixes. We know it's a shorter feedback loop than normal but please take a look at the proposed changes. Balance HotfixThe only item that needs an extended explanation is the ROF penalty to heat cost for the Incubus. Turns out there is a very abnormal penalty setting on the Skill that was created to offset the ROF bonus of the skill. This penalty remained the same and created this weird behaviour that inverted the ROF of high skill pilots. Please try it out post change. We didn't change anything else to make sure this is verified by pilots. We are very open to more changes to the ADS, based on the continued role dialogue here: https://forums.dust514.com/default.aspx?g=posts&t=176523&find=unreadThe others are widely requested and data supported tweaks 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
The Assault Scrambler Rifle handles way better down sights and from the hip since the changes Rattati. I think this has greatly exceeded my expectations on this weapons use from all fronts. Good job to all those responsible.
Always Grey Skies
Leader of the Alpaca Commandos
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Killar-12
The Corporate Raiders Top Men.
3365
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Posted - 2014.10.23 17:56:00 -
[49] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. It and the ACR dominate PC rifle kills Is that caused by heavy useage of the ACR/RR or by the ACR/RR being better?
http://evil-guide.tripod.com/
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Commander Noctus
Gallente Loyalist
91
|
Posted - 2014.10.23 18:11:00 -
[50] - Quote
Whoa, no way that those rep numbers are ok. Gallente, as you stated yourself Rattati, are supposed to be the Rep Kings. How is a 0.5 boost to repping over 2 of the other races in any way a display of repping prowess? And now you're speaking of an "efficacy" bonus? Is that what you're hoping to eventually replace the Dispersion bonus with? If so, please stop thinking that way. Our suits need to complement our guns, like the other 3 races (though Caldari may also get a change).
Please, reconsider these numbers: give the gallente a very noticable advantage over the other races in therepair department via a direct increaseto our rep or a decrease to the others (I prefer the former to the latter). And also, don't replace our dispersion with another 25% repair efficacy. Give us a different gun bonus instead.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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zzZaXxx
Vengeance Unbound
611
|
Posted - 2014.10.23 18:16:00 -
[51] - Quote
#!@king HELL yeah! Great job! All excellent changes and most were called and debated for by players with a ton of experience. What you're doing I breaking new ground in iteration. Keep it up!
BTW have ADS pilots been having such a nightmare primarily because of this weird left over debuff or is more than that? |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
638
|
Posted - 2014.10.23 18:36:00 -
[52] - Quote
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.
Swag-suit4lyfe!
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
396
|
Posted - 2014.10.23 18:41:00 -
[53] - Quote
I like the proposals all in all, being a logi primarily I especially appreciate the return of my reps.
I understand the Gallente racial players/lore purists regarding the numbers, .5 extra is more, is better and does set the Gal frames apart in native repair but they do have a valid point about the gap being narrow between the races. The efficacy idea isn't bad, but it seems it may need to be very generous, and I wonder if maybe a nerf to their delay couldn't be an acceptable idea? As part of their total buff portfolio, they rep more but the reps engage significantly sooner.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Stefan Stahl
Seituoda Taskforce Command
803
|
Posted - 2014.10.23 18:42:00 -
[54] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. It and the ACR dominate PC rifle kills If the anti-armor rifles dominate that indicates that as of now, fitting x CPU/PG worth of armor grants you more ehp against anti-armor rifles than fitting x CPU/PG worth of shields. Nerfing armor rifles or buffing shields is, in this instance, I believe, absolutely equivalent. So go ahead with that.
However, I think the handling of the rifles (vertical & horizontal kick, dispersion, etc.) should be fine-tuned for user-experience. DPS should then be fine-tuned for numeric balance. Otherwise you end up having a balanced game that has non-enjoyable (mechanical) gameplay.
In conclusion I suggest rather touching the damage values of the rifles if you're concerned with balance. Tweak the handling parameters if you think the handling of the rifles is off, but don't mix up the two concepts more than necessary. |
idlerowl
Old-Type
19
|
Posted - 2014.10.23 18:43:00 -
[55] - Quote
Rail Rifle Hipfire Kick per shot multiplierpÇÇpÇÇ0.05 GåÆ0.2 Rail Rifle Charge up pÇÇpÇÇpÇÇpÇÇpÇÇ0.3 GåÆ0.5
OMG Charge up TOO LONG ! 0.35 will be proper at least.
Rail Rifle is very useful weapon,right now . But, It is not good to let plural items greatly fluctuate .
=== Rail Rifle Hipfire Kick per shot multiplierpÇÇpÇÇ0.05 GåÆ0.1 Rail Rifle Charge up pÇÇpÇÇpÇÇpÇÇpÇÇ0.3 GåÆ0.35 === It should be just right |
hfderrtgvcd
970
|
Posted - 2014.10.23 18:56:00 -
[56] - Quote
why is the ACR getting nerfed again? The assault rifle is better in every way. It has more dps, more damage per clip, less recoil, and less dispersion. The acr has higher usage purely because there are more armor suits than shield in pc, not because it is overpowered. The solution is to buff shields, not to nerf the acr.
You can't fight in here! This is the war room.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3872
|
Posted - 2014.10.23 19:38:00 -
[57] - Quote
Lemme tell you a seekrit.
Shields work fine now.
The tryhards don't want to try something new.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Songs of Seraphim
Murphys-Law
6
|
Posted - 2014.10.23 20:11:00 -
[58] - Quote
I'm just going to state the obvious here: Everyone and their mother armor stacks, and the only weapons that primarily pop up on a PC kill feed are HMGs, shot guns, and anti-armor weapons.
If I logi, I only finish the kill with the assault rail rifle (they're already down to their armor), and if I use a Caldari assault while securing a point in the city, or I'm at home point with my rail rifle murdering stray, dampened scouts with no hp. Same thing would occur with the combat rifle. It's simply the state of the game currently.
However, I do see an issue where I outgun a red using an assault rifle with my rail rifle. But the issue won't go away with a longer charge-up time -- I keep the rail half charged in cqc. The dispersion should be increased while hip-fire, with a greater focus on aim-down sights. Same for the kick, increased while hip-fire and reduced at ADS. It should be a precise long range weapon, correct?
And to reiterate what another person said: The weapon is juxtaposed with maps that are meant to be in close engagements.
Hopefully the Caldari facility map will change the use of the weapon.
I don't mind the changes, but I have to voice the fallacy in the proposed changes.
While we're discussing about changes, how about making the Gallente and Caldari assault bonuses useful? And if you made shield tanking appealing, you'll see an influx of anti-shield weapons. |
Savage Mangler
Molon Labe. General Tso's Alliance
175
|
Posted - 2014.10.23 20:13:00 -
[59] - Quote
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.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3874
|
Posted - 2014.10.23 20:15:00 -
[60] - Quote
Shield tanking not appealing is a result of EHP>ALL fallacy.
Sshields are extremely viable right now, but people are too busy complaining that you need to use low slots for regulators to actually see that it WORKS.
More power to me. I run shields and armor as needed.
Death to all blue/redberries!!!
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13807
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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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
|
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
|
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
|
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.
|
iWanderer
PT-BR
6
|
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
|
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??
|
TooMany Names AlreadyTaken
Going for the gold
217
|
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
|
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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Victor Moody Stahl
Amarr Templars Amarr Empire
54
|
Posted - 2014.10.25 15:41:00 -
[121] - Quote
As usual, Breakin is correct. Moreover, for equal SP investment into a logi and assault suit, an assault's light/sidearm weapons, as well as grenades, will suck down significantly less CPU, and more helpfully less PG.
Which means that they can devote more resources to fitting plates and/or extenders, on top of the native health bonuses the assault suit has.
Which also means such a suit would probably be ripped up by a regen-built assault who's dipping in and out of cover a whole bunch, but that's beside the point.
Buff Logis | Nerf Goldfish
|
iWanderer
PT-BR
6
|
Posted - 2014.10.25 17:32:00 -
[122] - Quote
When I referred to killer logis, it was a question. I have not played a lot of logi so others may have a better input on that. If you notice, I actually proposed new values for logis using medium basic suit values or assault racial suit values, which does not differ from initially proposed, so no big problem. Give logis the medium frame values, just slightly less than commandos.
What of the rest of the proposal? |
NextDark Knight
Molon Labe. General Tso's Alliance
516
|
Posted - 2014.10.25 18:21:00 -
[123] - Quote
Will RR get compensation for to reload time with the addition to the spool up time.
Not sure it's over performing in the role in CQC.
Over 50 Million SP and almost full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/4
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Sgt Kirk
Fatal Absolution
8119
|
Posted - 2014.10.26 15:06:00 -
[124] - Quote
These Gallente numbers need to be increased by non-trivial amount.
CCP holds the Caldari's hand so this doesn't happen again.
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iWanderer
PT-BR
6
|
Posted - 2014.10.26 17:50:00 -
[125] - Quote
Check my other post, since there are now 3 threads on armor repping.
https://forums.dust514.com/default.aspx?g=posts&m=2420311#post2420311
In this post is another way to look ate the problem that is total hp and respective shield reacharge, then you can balance the armor rep.
I proposed CCP Rattati take a look. |
Kensai Dragon
DUST University Ivy League
13
|
Posted - 2014.10.27 00:56:00 -
[126] - 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...
Probably similar reasoning behind basic suits having higher CPU/PG than racial suits - the racial bonuses are the compensating balance to the initial drop in budget.
I'm not CCP/CPM, but that's my best guess... |
Ananke Gaia
4
|
Posted - 2014.10.27 01:25:00 -
[127] - Quote
Well yet again my RR gets f*cked while the Combat Rifle continues to be the most dominant crutch weapon. Awesome. |
hfderrtgvcd
1001
|
Posted - 2014.10.27 02:15:00 -
[128] - Quote
Ananke Gaia wrote: Well yet again my RR gets f*cked while the Breach Assault Rifle continues to be the most dominant crutch weapon. Awesome. FTFY
You can't fight in here! This is the war room.
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CCP Rattati
C C P C C P Alliance
9309
|
Posted - 2014.10.27 02:51:00 -
[129] - Quote
OP edited with ARR changes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
617
|
Posted - 2014.10.27 03:27:00 -
[130] - Quote
CCP Rattati wrote:OP edited with ARR changes
hey huh, can we get the max ammo for the ARR increased as well?
considering all other assault variants have more ammo |
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CCP Rattati
C C P C C P Alliance
9311
|
Posted - 2014.10.27 05:28:00 -
[131] - Quote
MRW rifles need more tweaking
Let's do this, and then I have time to do the balance and meta devblog, and then we change more, OK?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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iWanderer
PT-BR
6
|
Posted - 2014.10.27 07:34:00 -
[132] - Quote
For Rattati
Here is my spreadsheet with the so called Beta value to better understand my point.
https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/view?usp=sharing
for better information see post:
https://forums.dust514.com/default.aspx?g=posts&m=2420311#post2420311
P.S - When downloading, some formulas may change, please take notice and check with original. |
Alena Ventrallis
Vengeance Unbound
2032
|
Posted - 2014.10.27 08:07:00 -
[133] - Quote
Rattati, so happy to see the ARR changes implemented! Just a few more points I'd like to add.
1. If range is unchanged (71m) to something lower as suggested, I fear people will simply migrate from RR to ARR, especially with the buff its getting. I would ask that range be reduced alongside the changes listed. I don't want it to become the next FOTM and have people call for it to be nerfed into the ground.
2. I would also keep the current hipfire kick for the ARR and not increase it. It already has substantially more kick than the other assault variants already.
3. Reserve ammo increased, although I am sure this is to be assumed that its increased along with magazine size.
Proof that Rattati/CCP do listen to the playerbase.
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
618
|
Posted - 2014.10.27 08:28:00 -
[134] - Quote
Alena Ventrallis wrote:Rattati, so happy to see the ARR changes implemented! Just a few more points I'd like to add.
1. If range is unchanged (71m) to something lower as suggested, I fear people will simply migrate from RR to ARR, especially with the buff its getting. I would ask that range be reduced alongside the changes listed. I don't want it to become the next FOTM and have people call for it to be nerfed into the ground.
2. I would also keep the current hipfire kick for the ARR and not increase it. It already has substantially more kick than the other assault variants already.
3. Reserve ammo increased, although I am sure this is to be assumed that its increased along with magazine size.
range is fine. without the scope youll have trouble accurately hitting anything at that range. |
Sequal Rise
Les Desanusseurs
131
|
Posted - 2014.10.27 09:01:00 -
[135] - Quote
DeathwindRising wrote:Alena Ventrallis wrote:Rattati, so happy to see the ARR changes implemented! Just a few more points I'd like to add.
1. If range is unchanged (71m) to something lower as suggested, I fear people will simply migrate from RR to ARR, especially with the buff its getting. I would ask that range be reduced alongside the changes listed. I don't want it to become the next FOTM and have people call for it to be nerfed into the ground.
2. I would also keep the current hipfire kick for the ARR and not increase it. It already has substantially more kick than the other assault variants already.
3. Reserve ammo increased, although I am sure this is to be assumed that its increased along with magazine size. range is fine. without the scope youll have trouble accurately hitting anything at that range. That's why it's not useful to keep it that way. I think reducing its range from 71 to 60-62m would be enough. People will complain about it if its not reduced.. better do it now!
Sorry for my bad english.
|
Alena Ventrallis
Vengeance Unbound
2034
|
Posted - 2014.10.27 09:04:00 -
[136] - Quote
Sequal Rise wrote:DeathwindRising wrote:Alena Ventrallis wrote:Rattati, so happy to see the ARR changes implemented! Just a few more points I'd like to add.
1. If range is unchanged (71m) to something lower as suggested, I fear people will simply migrate from RR to ARR, especially with the buff its getting. I would ask that range be reduced alongside the changes listed. I don't want it to become the next FOTM and have people call for it to be nerfed into the ground.
2. I would also keep the current hipfire kick for the ARR and not increase it. It already has substantially more kick than the other assault variants already.
3. Reserve ammo increased, although I am sure this is to be assumed that its increased along with magazine size. range is fine. without the scope youll have trouble accurately hitting anything at that range. That's why it's not useful to keep it that way. I think reducing its range from 71 to 60-62m would be enough. People will complain about it if its not reduced.. better do it now! 55-60m is the sweet spot. As long as it has the highest range of the assault variants, and the lowest DPS of the assault variants. But definitely lower than the base RR range.
Proof that Rattati/CCP do listen to the playerbase.
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3233
|
Posted - 2014.10.27 10:02:00 -
[137] - Quote
DeathwindRising wrote:Alena Ventrallis wrote:Rattati, so happy to see the ARR changes implemented! Just a few more points I'd like to add.
1. If range is unchanged (71m) to something lower as suggested, I fear people will simply migrate from RR to ARR, especially with the buff its getting. I would ask that range be reduced alongside the changes listed. I don't want it to become the next FOTM and have people call for it to be nerfed into the ground.
2. I would also keep the current hipfire kick for the ARR and not increase it. It already has substantially more kick than the other assault variants already.
3. Reserve ammo increased, although I am sure this is to be assumed that its increased along with magazine size. range is fine. without the scope youll have trouble accurately hitting anything at that range.
No it's not fine, high dps and high range should not exist. What's the point of using an AR if by sacrificing less than 10% dps you get over a 50% RANGE buff. Even at 60 meters you sacrifice less than 10% dps for exactly a 50% RANGE buff. Its ridiculously how terrible the DPS:RANGE ratio is.
supercalifragilisticexpialidocious
|
Cat Merc
Onslaught Inc RISE of LEGION
12806
|
Posted - 2014.10.27 12:33:00 -
[138] - Quote
And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Sgt Kirk
Fatal Absolution
8133
|
Posted - 2014.10.27 13:54:00 -
[139] - Quote
Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here.
CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons.
The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward.
CCP holds the Caldari's hand so this doesn't happen again.
|
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CCP Rattati
C C P C C P Alliance
9325
|
Posted - 2014.10.27 14:52:00 -
[140] - Quote
Sgt Kirk wrote:Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here. CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons. The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward.
This again....
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4018
|
Posted - 2014.10.27 14:54:00 -
[141] - Quote
It's never gonna end. Roll your eyes and walk away as the comment deserves is my suggestion.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spkr4theDead
Red Star. EoN.
2243
|
Posted - 2014.10.27 15:23:00 -
[142] - 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. How is adding something to the other races a nerf to Gallente? You cannot be serious.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Arkena Wyrnspire
Fatal Absolution
18485
|
Posted - 2014.10.27 15:36:00 -
[143] - Quote
/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4018
|
Posted - 2014.10.27 15:53:00 -
[144] - Quote
Spkr4theDead wrote: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. How is adding something to the other races a nerf to Gallente? You cannot be serious.
Oh dear god I agree with spkr.
Fifth sign of the apocalypse...CHECK.
How in the hell does giving a tiny bit of regen to all the suits achieve taking away from the gallente when the native regen was so minor as to be barely registered?
1 hp/s-3hp/s isn't what I would call a notable feature on suits that routinel run 500-800 armor hp.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Spkr4theDead
Red Star. EoN.
2243
|
Posted - 2014.10.27 16:00:00 -
[145] - 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? Can't nerf pilot intelligence.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2243
|
Posted - 2014.10.27 16:01:00 -
[146] - Quote
Cat Merc wrote:Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort. How are they losing it? They're not removing it.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2045
|
Posted - 2014.10.27 16:17:00 -
[147] - Quote
CCP Rattati wrote:Sgt Kirk wrote:Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here. CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons. The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward. This again.... Just saying, if the ARR ends up needing a tweak, range is probably where it'll need to be. Assault variants trade range for DPS. I just don't want to see the ARR become FOTM and then have it nerfed back into uselessness
Maybe it won't. Iron sights at 70m may be too unweildy to effectively use. But I don't want the ARR to fall back into obscurity and have Caldari lose their CQC ability.
Really glad on the changes being added in for the ARR in the first place though! :D
Proof that Rattati/CCP do listen to the playerbase.
|
Sgt Kirk
Fatal Absolution
8136
|
Posted - 2014.10.27 16:30:00 -
[148] - Quote
CCP Rattati wrote:Sgt Kirk wrote:Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here. CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons. The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward. This again.... Yep, I've been dealing with it for two years now.
CCP holds the Caldari's hand so this doesn't happen again.
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Arkena Wyrnspire
Fatal Absolution
18487
|
Posted - 2014.10.27 16:32:00 -
[149] - Quote
Spkr4theDead wrote: Can't nerf pilot intelligence.
Nobody needs to.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Cat Merc
Onslaught Inc RISE of LEGION
12814
|
Posted - 2014.10.27 16:34:00 -
[150] - Quote
Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed.
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
12814
|
Posted - 2014.10.27 16:37:00 -
[151] - Quote
Spkr4theDead wrote:Cat Merc wrote:Not amused about Gal losing the one unique attribute we had.
Amarr have large stamina pools, Minmatar moderate stamina pools with super quick recharge and high speed, Caldari low delays and fast recharge.
Gallente? The Amarr can honestly mimic any Gallente fit without much effort. How are they losing it? They're not removing it. Nobody had ANY armor rep, at all. Only the Gallente had it.
This meant that anyone who wanted any reps at all needed to use up a slot. While for Amarr and Gallente this is a no brainer, for shield suits it's a bigger choice.
Now that choice doesn't need to be made, and my Caldari Assault fit just had its one weakness that was bugging me removed.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2047
|
Posted - 2014.10.27 17:08:00 -
[152] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed. 42 damage at 600 ROF gives 420 DPS, compared to PR's 453 DPS. Gallente still win in the DPS race handily. The only thing I worry about is the range not being changed alongside the DPS increase.
Proof that Rattati/CCP do listen to the playerbase.
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Atiim
13182
|
Posted - 2014.10.27 17:15:00 -
[153] - Quote
Cat Merc wrote: Nobody had ANY armor rep, at all. Only the Gallente had it.
This meant that anyone who wanted any reps at all needed to use up a slot. While for Amarr and Gallente this is a no brainer, for shield suits it's a bigger choice.
Now that choice doesn't need to be made, and my Caldari Assault fit just had its one weakness that was bugging me removed.
It was basically a matter of have it, or don't have it, which is a much, much bigger deal than an extra 0.5hp/s that most armor tankers can't give a fuck about. Trust me, you could take that rep from my Gal Assault and I would feel no difference in battle.
Actually, Minmatar Assaults had a native 1HP/s.
Though honestly, I don't see what the big deal is. Your HP/s will still be higher than everyone else, and honestly no suits have an advantage that's truly a "big deal". For instance:
- Amarr excel at High eHP, yet it only has a 30HP/s difference from Gallente.
- Caldari excel at superior shielding, yet it only has a 5HP/s and 20HP difference from Matari.
- Matari excel at superior movement, yet it only has a .3m/s Walk and .27m/s Sprint Speed increase from Caldari.
I will be honest and admit however, that the Matari's +30 Stamina Regen is a clear advantage. However, unless you're stacking MyroFibs it won't help you at all in combat, as opposed to the other "advantages" which slightly help.
This addition of native Armor Repair is highly needed, as it created an unfair advantage for Armor over Shields. While an Armor Tanker can dedicate their entire layout to their preferred tank, if a Shield Tanker wanted to remain at 100% efficiency they'd have to use up a slot for an Armor Repairer.
Shield Tankers should be able to completely focus their fittings on Shields, in the same way Armor Tankers can. And thanks to this, they will be able to.
The 1st Matari Commando
-HAND
|
Arkena Wyrnspire
Fatal Absolution
18488
|
Posted - 2014.10.27 17:18:00 -
[154] - Quote
Atiim wrote:Actually, Minmatar Assaults had a native 1HP/s. Though honestly, I don't see what the big deal is. Your HP/s will still be higher than everyone else, and honestly no suits have an advantage that's truly a "big deal". For instance:
- Amarr excel at High eHP, yet it only has a 30HP/s difference from Gallente.
- Caldari excel at superior shielding, yet it only has a 5HP/s and 20HP difference from Matari.
- Matari excel at superior movement, yet it only has a .3m/s Walk and .27m/s Sprint Speed increase from Caldari.
I will be honest and admit however, that the Matari's +30 Stamina Regen is a clear advantage. However, unless you're stacking MyroFibs it won't help you at all in combat, as opposed to the other "advantages" which slightly help.
I'm going to go ahead and quote what I said on the matter in the other thread:
Arkena Wyrnspire wrote: I feel the Gallente advantage in native reps should be more pronounced.
Here's why:
Each race has a notable advantage across all of their suits. Amarr - Have higher base armour (not counting the large stamina pool because that's paid for with the speed trade-off) Caldari - Have much higher shield regeneration rates and lower shield regeneration delays Minmatar - Have higher base speed and exceptional stamina recovery rates Gallente - Have... 0.5 HP/s advantage over the Amarr/Minmatar? 1 HP/s over the Caldari?
For comparison, the Caldari regeneration advantage is much more significant. The gap is as wide as 20 HP/s in places and is never less than 10 HP/s, and typically they also have a few seconds shaved off the regen time.
The Amarr armour HP advantage ranges from 40 to 75 HP. For the Gallente native repair to overcome this advantage would take 80-150 seconds - that is to say, a long time.
0.5-1 HP/s advantage does not compare to these.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
|
Cat Merc
Onslaught Inc RISE of LEGION
12814
|
Posted - 2014.10.27 17:20:00 -
[155] - Quote
Alena Ventrallis wrote:Cat Merc wrote:Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed. 42 damage at 600 ROF gives 420 DPS, compared to PR's 453 DPS. Gallente still win in the DPS race handily. The only thing I worry about is the range not being changed alongside the DPS increase. It's not the DPS itself that is the problem, but rather the DPS/Range ratio. If the range was reduced then I wouldn't have a problem with it.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Cat Merc
Onslaught Inc RISE of LEGION
12814
|
Posted - 2014.10.27 17:23:00 -
[156] - Quote
Atiim wrote:Cat Merc wrote: Nobody had ANY armor rep, at all. Only the Gallente had it.
This meant that anyone who wanted any reps at all needed to use up a slot. While for Amarr and Gallente this is a no brainer, for shield suits it's a bigger choice.
Now that choice doesn't need to be made, and my Caldari Assault fit just had its one weakness that was bugging me removed.
It was basically a matter of have it, or don't have it, which is a much, much bigger deal than an extra 0.5hp/s that most armor tankers can't give a fuck about. Trust me, you could take that rep from my Gal Assault and I would feel no difference in battle.
Actually, Minmatar Assaults had a native 1HP/s. Though honestly, I don't see what the big deal is. Your HP/s will still be higher than everyone else, and honestly no suits have an advantage that's truly a "big deal". For instance:
- Amarr excel at High eHP, yet it only has a 30HP/s difference from Gallente.
- Caldari excel at superior shielding, yet it only has a 5HP/s and 20HP difference from Matari.
- Matari excel at superior movement, yet it only has a .3m/s Walk and .27m/s Sprint Speed increase from Caldari.
I will be honest and admit however, that the Matari's +30 Stamina Regen is a clear advantage. However, unless you're stacking MyroFibs it won't help you at all in combat, as opposed to the other "advantages" which slightly help. I would trade 30HP for 0.5hp/s any day. Caldari have 30hp/s higher shield recharge and half the delays of a Gallente suit. Gallente get an extra 1-2hp/s. .3m/s walk and .27m/s sprint is absolutely nothing to be snuffed at, and you're a fool if you discount it.
You're also a fool if you think the stamina regen speed isn't an advantage in combat. Lack of stamina has killed me a LOT of times, I am a mobile CQC fighter, I need it. Not to mention that even if it didn't help in combat, it's still a useful thing to have overall, adding to the suit's utility.
Oh and Matari have a small hacking bonus. It's not large, but it's still a thing.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
619
|
Posted - 2014.10.27 20:23:00 -
[157] - Quote
Sgt Kirk wrote:Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here. CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons. The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward.
i had a dream last night where everyone in the game shield tanked and suddenly the RR, ARR sucked and AR's became good overnight along with scrambler rifles.
it was crazy. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
619
|
Posted - 2014.10.27 20:27:00 -
[158] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed.
3 points of dps over the RR? thats not even justifiable, the ARR need the dps and clip size buff because it wasnt even close to assault variant characteristics
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
368
|
Posted - 2014.10.27 20:43:00 -
[159] - Quote
Why are commandos getting more reps than assaults? Another missed opportunity to give assaults an advantage over commandos.
AKA - StarVenger
|
hfderrtgvcd
1008
|
Posted - 2014.10.27 20:45:00 -
[160] - Quote
Meisterjager Jagermeister wrote:Why are commandos getting more reps than assaults? Another missed opportunity to give assaults an advantage over other suits. commandos are far worse off than assaults
You can't fight in here! This is the war room.
|
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
368
|
Posted - 2014.10.27 21:22:00 -
[161] - Quote
hfderrtgvcd wrote:commandos are far worse off than assaults Lucy....SPLAIN!
AKA - StarVenger
|
Sgt Kirk
Fatal Absolution
8139
|
Posted - 2014.10.27 21:47:00 -
[162] - Quote
DeathwindRising wrote:Sgt Kirk wrote:Cat Merc wrote:And now the Assault Rail Rifle has more damage per clip than the Duvolle, an extra 27 meters at 30 less DPS and 0.3 charge up time.
Gotta see how that plays out, honestly feel like the Duvolle will lose on some popularity, unless the charge up is changed to Particle cannon like charge up where only half charging will lock it up. I think youre forgetting the major factor here. CCP has the biggest hard-on for Caldari so naturally they get the better stuff and OP weapons. The vast majority of OP weapons have belonged to the Caldari and CCPs lack of understanding of DPS:Range ratio as well as risk versus reward. i had a dream last night where everyone in the game shield tanked and suddenly the RR, ARR sucked and AR's became good overnight along with scrambler rifles. it was crazy. Scrambler rifles were good when they came out and the were Slightly over performing before they nerfed them
CCP holds the Caldari's hand so this doesn't happen again.
|
Middas Betancore
Kirjuun Heiian
118
|
Posted - 2014.10.27 22:47:00 -
[163] - Quote
Thanks for the AAR Fix nice job CCP
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Nirwanda Vaughns
864
|
Posted - 2014.10.27 23:00:00 -
[164] - Quote
ffs please no more nerfs to the swarms
the only issue that was wrong with them is vs shield vehicles which is why armour guys are the ones complaining on forums that swarms are so OP all time. leave turning angle as is but change damage profile from +/- 20% to 0 and change proficiency from increased armour damge to 15m lock range per level and swarms will work fine. give shield vehicles a small (5%) hp bonus due to increased damge from the altered profiles and things will finally be in a good place.
its glaringly obvious that teh issue isn't about swarms but about how ineffective primary AV liek forge and swarms are vs shield but how effective they are at ripping an armour vehicle apart. i was in a match last night with a madrugar and a sica and the poor maddy guy got tore up, sica? barely a scratch on him from proto forge and proto swarms. reason? the poor bast**d in the maddy has forge rounds with prof 5 and swarms with prof 4 hitting him whereas the guy in the sica is laughing it off cos despite the millions of sp into suits, damage mods and proficiency its all put to waste and we're doing -20% to his shields out the box.
yeah sure there is flux nades and plasma cannons but range of flux nades means you have to be up the sica's ass and plasma cannons do far too little dps over time that the sica just hits an overdriver and drives off before the second round is even chambered.
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2050
|
Posted - 2014.10.27 23:04:00 -
[165] - Quote
Cat Merc wrote:Alena Ventrallis wrote:Cat Merc wrote:Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed. 42 damage at 600 ROF gives 420 DPS, compared to PR's 453 DPS. Gallente still win in the DPS race handily. The only thing I worry about is the range not being changed alongside the DPS increase. It's not the DPS itself that is the problem, but rather the DPS/Range ratio. If the range was reduced then I wouldn't have a problem with it. In my thread I actually asked for the range decrease as well. I guess we'll see how it plays out, but if its OP I'm pushing for a range cut.
Proof that Rattati/CCP do listen to the playerbase.
|
Daxxis KANNAH
Distinct Covert Initiative
695
|
Posted - 2014.10.27 23:13:00 -
[166] - Quote
Time to boot back up that PS3
In your blind spot
~
|
JIAF-PR
99
|
Posted - 2014.10.27 23:56:00 -
[167] - Quote
Why the Minmatar race and the Amarr race have the same amount of repair? the Amarr not supposed to be the high hp with low regeneration/repair race and the Minmatar in contrast not supposed to be the low hp with fast regeneration/repair race?; Obviously I'm not counting the Caldari (best in regeneration of shield and shield tanking) or the Caldari (best in repair armor and pretty good tanking ability with good mobility). Sorry for my Engish,
JIAF-PR
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
|
Atiim
13189
|
Posted - 2014.10.28 00:17:00 -
[168] - Quote
Meisterjager Jagermeister wrote:Why are commandos getting more reps than assaults? Another missed opportunity to give assaults an advantage over commandos. Assaults are way better in most situations compared to a Commando.
The 1st Matari Commando
-HAND
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1164
|
Posted - 2014.10.28 00:39:00 -
[169] - Quote
http://www.youtube.com/watch?v=-bzWSJG93P8 Muahahahahahah this is how i feel after looking at the change list. I don't even care about my gal scout rep nerf im happy with everything else
Pokemon master and Tekken Lord
Gk0 Scout yay :)
|
Stupid Blueberry
Wirykomi Wolf Pack
533
|
Posted - 2014.10.28 01:42:00 -
[170] - Quote
CCP Rattati wrote: ARR kept at same chargeup ARR clip increased from 42 to 58 ARR damage increased to 40 and 42, from 39 and 40
CHROMOSOME AR IS BACK \o/
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
|
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Boot Booter
Capital Acquisitions LLC General Tso's Alliance
1002
|
Posted - 2014.10.28 02:20:00 -
[171] - Quote
Soooo... Scout nerf?
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
Boot Booter
Capital Acquisitions LLC General Tso's Alliance
1002
|
Posted - 2014.10.28 02:32:00 -
[172] - Quote
And on weapons, I'd like to see the Mass driver and flaylock ammo capacity skill changed to +2 per level. +1 is pretty poor for the sp cost.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
iKILLu osborne
Kirjuun Heiian
447
|
Posted - 2014.10.28 03:57:00 -
[173] - Quote
so much butthurt in this thread where to begin?
arr needs a buff as it is completely useless when compared to the rr,as does the ascr (just saying)
the ar/pr needs a slight range increase for it to ever be used at a competitive level, considering how quick ttk is it'll never hold up against rr and cr in its current iteration.
my ewar cal scout's 86 armor approves of the native reps, however i agree that the gallente should remain rep king on all frames as, all the other races has something they excel at.
However this "unscannable with only two dampeners and a pro.cloak gal scout" **** needs fixed as it completely undermines the role of a gal logi, and is more frequently being spammed with no counter, and do not even say situational awareness is a factor, because scouts only strike at the opportune time or when they're feeling ballsy.
I'm not suggesting a nerf to gal scout, but a buff to precision enhancors and active scanners
lp cal scout i demand it
kirjuun heiian now recruiting cal loyalist
|
Apothecary Za'ki
Biomass Positive
1393
|
Posted - 2014.10.28 06:26:00 -
[174] - Quote
CCP Rattati wrote:Dear Players, We had a tiny opening in our TQ deployment schedule so we are using the opportunity to make some balance changes and bugfixes. We know it's a shorter feedback loop than normal but please take a look at the proposed changes. Balance HotfixThe only item that needs an extended explanation is the ROF penalty to heat cost for the Incubus. Turns out there is a very abnormal penalty setting on the Skill that was created to offset the ROF bonus of the skill. This penalty remained the same and created this weird behaviour that inverted the ROF of high skill pilots. Please try it out post change. We didn't change anything else to make sure this is verified by pilots. We are very open to more changes to the ADS, based on the continued role dialogue here: https://forums.dust514.com/default.aspx?g=posts&t=176523&find=unreadThe others are widely requested and data supported tweaks 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 ARR kept at same chargeup ARR clip increased from 42 to 58 ARR damage increased to 40 and 42, from 39 and 40Vehicles 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 everything looks good except the swarm change
[[LogiBro ADV/PRO]]
[[Level 1 Forum Warrior]]
[[Level 2 Forum Pariah]]
|
Apothecary Za'ki
Biomass Positive
1393
|
Posted - 2014.10.28 06:27:00 -
[175] - Quote
Boot Booter wrote:Soooo... Scout nerf? wait till 1.9
[[LogiBro ADV/PRO]]
[[Level 1 Forum Warrior]]
[[Level 2 Forum Pariah]]
|
Apothecary Za'ki
Biomass Positive
1393
|
Posted - 2014.10.28 06:28:00 -
[176] - Quote
Stupid Blueberry wrote:CCP Rattati wrote: ARR kept at same chargeup ARR clip increased from 42 to 58 ARR damage increased to 40 and 42, from 39 and 40
CHROMOSOME AR IS BACK \o/ thats assault rail rifle. not AR :P
[[LogiBro ADV/PRO]]
[[Level 1 Forum Warrior]]
[[Level 2 Forum Pariah]]
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jpmannu
Maphia Clan Corporation
66
|
Posted - 2014.10.28 09:14:00 -
[177] - Quote
why dont you take a look at tje incubus/rail turret crossair, the aiming dot is barely visible while shooting, and also the ADS camera view we experimented some patches ago, why not reintroduce it in the proper way? |
Cat Merc
Onslaught Inc RISE of LEGION
12825
|
Posted - 2014.10.28 11:32:00 -
[178] - Quote
DeathwindRising wrote:Cat Merc wrote:Arkena Wyrnspire wrote:/me actually supports ARR buff while also being a Gallente supporter.
These things are not mutually exclusive. Oh I support an ARR buff, I'm just wondering if the clip was increased too much or if the damage buff was even needed. 3 points of dps over the RR? thats not even justifiable, the ARR need the dps and clip size buff because it wasnt even close to assault variant characteristics Now compare it to Duvolle stats, that's supposed to be a "benchmark" for Assault variants.
It's there where I feel the ARR will be too powerful, not RR vs ARR.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2177
|
Posted - 2014.10.28 15:08:00 -
[179] - Quote
Oh ****, I thought some of my suits were repping armour a little bit more than normal. Awesome!
Cant wait to try out the scrambler again. CCP you guys are very much getting back into the players good books recently.
All hail Rattati! - Now if only you could stop my game crashing and doing the bleeping on the PS3. (it doesn't happen very often but usually when performances is low in a game - at the victory screen afterwards I black screen.)
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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La Lore Sleipnier
THE PR0T0TYPE
150
|
Posted - 2014.10.28 15:10:00 -
[180] - Quote
I will explain this in spanish, my mother tongue because maybe my english is not well understand:
Vamos a ver si reducis en 10 grados la capacidad de giro los misiles hacen giros de 70 grados, ahora coged un transportador de angulos y verificad la increible capacidad de maniobra que le habeis dado a los swarm launcher. Deberiais haber incrementado el radio de giro en 20 grados, o 10 para dejarlo en los 90 grados. Joder es que no me lo explico, como llamais nerfeo a algo que favorece a los AV y perjudica a los vehiculos? Es que es inexplicable, son matematicas muy basicas, empiezo a pensar que sois un poco gilipollas
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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La Lore Sleipnier
THE PR0T0TYPE
153
|
Posted - 2014.10.28 15:21:00 -
[181] - Quote
CCP Rattati wrote:Dear Players, We had a tiny opening in our TQ deployment schedule so we are using the opportunity to make some balance changes and bugfixes. We know it's a shorter feedback loop than normal but please take a look at the proposed changes. Balance HotfixThe only item that needs an extended explanation is the ROF penalty to heat cost for the Incubus. Turns out there is a very abnormal penalty setting on the Skill that was created to offset the ROF bonus of the skill. This penalty remained the same and created this weird behaviour that inverted the ROF of high skill pilots. Please try it out post change. We didn't change anything else to make sure this is verified by pilots. We are very open to more changes to the ADS, based on the continued role dialogue here: https://forums.dust514.com/default.aspx?g=posts&t=176523&find=unreadThe others are widely requested and data supported tweaks 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 ARR kept at same chargeup ARR clip increased from 42 to 58 ARR damage increased to 40 and 42, from 39 and 40Vehicles 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
Swarms should't turn 70 degrees, that is overbuff the AV (again) 90 is well but this is riduculous. Have you ever play in an ADS and have survive or dodge any swarm? Have you do? O please, remove the dropship and stop my suffering, and then take some maths lessons and aerodinamics class or stop ******* ADS
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
|
PLAYSTTION
GamersForChrist
242
|
Posted - 2014.10.28 20:12:00 -
[182] - Quote
Gal assaults reps should be higher than or equal to the commando.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
- Open Beta Vet - 30.5mil sp -
R.I.P. Dust 514
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3236
|
Posted - 2014.10.28 20:45:00 -
[183] - Quote
PLAYSTTION wrote:Gal assaults reps should be higher than or equal to the commando.
Na I'd rather get that sweet SOON (TM) gallente rep efficiency bonus. Until everybody else gets one and we aren't special anymore.
supercalifragilisticexpialidocious
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2063
|
Posted - 2014.10.28 23:00:00 -
[184] - Quote
ARR needs a hipfire kick reduction, and a range decrease to 60m.
Proof that Rattati/CCP do listen to the playerbase.
|
Joel II X
Molon Labe. General Tso's Alliance
4121
|
Posted - 2014.10.29 06:29:00 -
[185] - Quote
BL4CKST4R wrote:PLAYSTTION wrote:Gal assaults reps should be higher than or equal to the commando. Na I'd rather get that sweet SOON (TM) gallente rep efficiency bonus. Until everybody else gets one and we aren't special anymore. Why is it that we get a middle efficiency bonus, while everyone else gets bonuses to their weapons?
This is why the armor repair idea was bogus (other than the rate by size thing). |
Imp Smash
Molon Labe. General Tso's Alliance
279
|
Posted - 2014.10.29 08:00:00 -
[186] - 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 he means the number of degrees to 90/180 the swarms can turn has reduced. So, if in x feet the missles could change direction by 80 degrees before they can only turn 70 now. So they need to travel further forward to make the 80 degree turn they used to. That is a turning nerf.
Besides that - I like the RR nerf. A lot of people are Worried worried that RRs will be useless in CqC, but I find it odd that RRs have been dominant at range for as long as they have while still being beyond viable (as in fully reasonable) in CqC when other rifles have been good-dominant at CqC but completely useless at long range.
Weird that the gun would be below average to amazing whereas some other guns were useless to amazing for as long as it has. |
La Lore Sleipnier
THE PR0T0TYPE
154
|
Posted - 2014.10.29 09:30:00 -
[187] - Quote
Imp Smash 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 he means the number of degrees to 90/180 the swarms can turn has reduced. So, if in x feet the missles could change direction by 80 degrees before they can only turn 70 now. So they need to travel further forward to make the 80 degree turn they used to. That is a turning nerf. Besides that - I like the RR nerf. A lot of people are Worried worried that RRs will be useless in CqC, but I find it odd that RRs have been dominant at range for as long as they have while still being beyond viable (as in fully reasonable) in CqC when other rifles have been good-dominant at CqC but completely useless at long range. Weird that the gun would be below average to amazing whereas some other guns were useless to amazing for as long as it has.
No my friend, is exactly like i said a thousend times. I have tried the swarm and they turn like demons. I think CCP don't know how angles and aerodinamics works, and they never have fly in an ADS...
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
|
La Lore Sleipnier
THE PR0T0TYPE
154
|
Posted - 2014.10.29 10:32:00 -
[188] - Quote
https://www.google.es/url?sa=t&source=web&rct=j&ei=RcFQVNiUGcnmavmvgfAI&url=http://www.dept.aoe.vt.edu/~lutze/AOE3134/maneuvering.pdf&ved=0CEsQFjAN&usg=AFQjCNGaYwvMXPKt85Vi0EGUeHiSIktb1w
CCP, Rattati and friends learn a little about how works aerodinamics in flight
P.D.: my apologize about double post
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1046
|
Posted - 2014.10.29 10:38:00 -
[189] - Quote
rattati why dont you just fix the bonuses so that assault suits are the assault cruisers of eve. with tank and dps.
give gallente a bonus to reps and cal assault a bonus to regulators so the suits can be fit the way they are supposed to be... along with proper hybrid weapon bonuses.
no suits should have built in reps. armor isnt supposed to rep passively. in eve shields rep passive and armor reps active.
caldari and minmatar should not have armor repair and while on the subject minmatar should not have the armor repair tool. they need the shield repair tool.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Devadander
Woodgrain Atari
147
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Posted - 2014.10.29 21:34:00 -
[190] - Quote
CCP Rattati wrote: ARR kept at same chargeup ARR clip increased from 42 to 58 ARR damage increased to 40 and 42, from 39 and 40
<3
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Victor Moody Stahl
Amarr Templars Amarr Empire
74
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Posted - 2014.10.30 00:40:00 -
[191] - Quote
I just love how there's all these people who can't read in this thread, complaining about the swarm changes.
Because if you could read, then you'd understand that there is no reference to turn radius in the patchnotes. In fact, I believe I explained it in this very thread why it was indeed a nerf to swarm tracking.
But hey, you can't fix stupid through the Internet.
Buff Logis | Nerf Goldfish
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Alex-ZX
Valor Coalition Red Whines.
9
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Posted - 2014.10.30 02:52:00 -
[192] - Quote
I believe gallente deserves a way better natural rep than any other race, cus caldari are pretty good shield tanking, minmatar depend on ur skills but usually both tanks and speed, amarr well..... They have the BEST HP buff and gallente, now with this changes aren't that good, I would like to see them rep tanking. Cus now amarr will do almost equal and 4 me that's a ####, gallente should be the best in armor rep.
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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KEROSIINI-TERO
The Rainbow Effect
1485
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Posted - 2014.11.06 09:24:00 -
[193] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Is the RR really as much a problem in the data as your proposed fixes indicate?
I haven't seen the RR as much of an issue lately. There're much more pressing balance issues if you ask me. However my impression isn't representative of the whole community, of course. It and the ACR dominate PC rifle kills
Because they are full auto weapons in heavy lag conditions.
In extreme client lag, the semi auto weapons cease to work properly.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Atiim
Heaven's Lost Property
13470
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Posted - 2014.11.06 12:38:00 -
[194] - Quote
Would it be possible to squeeze in the Laser Rifle's ADS Speed reduction?
The 1st Matari Commando
-HAND
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CCP Rattati
C C P C C P Alliance
10655
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Posted - 2014.11.06 13:16:00 -
[195] - Quote
Atiim wrote:Would it be possible to squeeze in the Laser Rifle's ADS Speed reduction?
its in the new notes!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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