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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
BL4CKST4R
La Muerte Eterna Dark Taboo
3297
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Posted - 2014.11.06 09:54:00 -
[1] - Quote
Please reduce the cool down of the scanner
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BL4CKST4R
La Muerte Eterna Dark Taboo
3300
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Posted - 2014.11.06 10:30:00 -
[2] - Quote
Cat Merc wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
yaaaay... But I'm still losing 10hp/s and 1m/s because of your "Assaults should damp" thing. So guess I'm losing 7.5hp/s now lol
I lose 10.12 hp/s 60 HP and gain .05 m/s for dampening.
My caldari assault losses no HP (actually gains HP due to some restructuring based on CPU/PG demands) loses -20 hp/s (from 75 to 53 hp/s) and its 3 seconds before repairing vs 2 seconds.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3301
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Posted - 2014.11.06 12:10:00 -
[3] - Quote
CCP Rattati wrote:Cavani1EE7 wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
Why couldn't you just add 1 hp/s to them instead of 2? With 4.5-5 hp per sec we're gonna see way more armor tanker whor*s EDIT: Any tweaks to the Breach AR? I let you remind that it totally outDPS the standard version (well tbh all the others too) with better accuracy as well. And what about the Burst AR? Haven't you noticed it feels UP since 1.9 dropped? As if recoil-sharpshooter skills wouldn't apply to it... I've been told I'm noit the only one feeling this, can you look at it? BAR nerf is on the table, yes.
Before you nerf it can you fix the AR... the BAR is used because it works, it does what the AR can't do and that is dominate at CQC. I personally feel that the BAR is not OP at all because past 40 meters it can't do anything. I would say nerf the DPS slightly, swap out a bit of damage for rof and buff the range (50-55M) and make it more inaccurate at CQ. As for the AR, swap some rof for damage and keep the DPS as is.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3301
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Posted - 2014.11.06 12:14:00 -
[4] - Quote
Ripley Riley wrote:Cat Merc wrote: yaaaay... But I'm still losing 10hp/s and 1m/s because of your "Assaults should damp" thing. So guess I'm losing 7.5hp/s now lol
No one is forcing you to fit dampeners.
On another thread Rattati is attempting to find ways of making EWAR more lucrative for medium suits, one of the suggestions being assaults using dampeners to beat "lazy scouts and beat std/med scanners". Might not be forced to use dampening, but def to be competitive as the overall passive EWAR signature will go down (better passive scans) and extenders and plate will increase your own signature.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3301
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Posted - 2014.11.06 12:17:00 -
[5] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
yaaaay... But I'm still losing 10hp/s and 1m/s because of your "Assaults should damp" thing. So guess I'm losing 7.5hp/s now lol Are you serious? Because I would like Assaults to have the "ability" to avoid scans by reducing sig profile and fit a single damp?
Even one dampener has some serious penalties to a armor suit, and before the scanners were nerfed eons ago you needed two dampeners on your assault because everybody spammed medium scanners not standard, and even with two dampeners a armor suit was competitive due to being able to stack complex plates without gimping yourself.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3301
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Posted - 2014.11.06 12:55:00 -
[6] - Quote
WeapondigitX V7 wrote:Just an idea to help assaults, perhaps make a equipment variant that is put on the wrist of a players hand like a cloak but does not reduce visual visibility, instead it only reduces scan profile (temporary buff) and scan radius(penalty) by a large amount for a short duration which can help assaults to get into flanking positions. To go along with this assault suits could get a role fitting bonus to CPU and PG cost per level of SP invested in an assault suit for this equipment like the scout cloak bonus.
What about the same idea (the wrist thing not cloak) except it's a short range jammer, let's say 20M, outside of 20M you can be scanned but once somebody enters your 20M range when active you will not only will you disappear but you are unable to be scanned at all, until you take 10% shield damage or it runs out.
Also when activated any scouts within that 20M range will be unclaimed so they will have to re enable their cloak.
The idea is that when scouts can gather Intel and cloak to aid in infiltration and Intel gathering.
The assault will block the acquisition of Intel while infiltrating.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3306
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Posted - 2014.11.06 21:03:00 -
[7] - Quote
jace silencerww wrote:Cat Merc wrote:http://www.protofits.com/fittings/shared/136/8953 - Dual Dampened Gallente Assault http://www.protofits.com/fittings/shared/136/9001 - Dual Dampened Caldari Assault Caldari Assault advantages and disadvantages: +50HP +3x regen speed -4 seconds of delay +0.1m/s of speed (Not much, can be considered a non-factor) -12% damage compared to Gal Assault Seems fair right? Gallente has 12% more damage while Caldari recharge at 3x the speed (with a delay) and have extra hp? Oh wait... The Gallente Assault needs speed to close the distance, otherwise the Duvolle struggles massively on 90% of the maps. Giving it said speed will either cost 66HP, 9.375hp/s of regen, or a damp. ok why don't you drop the creodron ion pistol to adv and use another shield extender. the caldari are long distance fighters and the gal are mid range. I mean just look at the bonuses to see the proof. caldari faster reload while gal get a reduction to kick and spread of their shot for better hipfire for mid to close range. the bigger question why the Heck are you using dampners on ASSAULTS? lol that is about as useful as nova knives on a commando. (no offense to those who do that) LOL 50 meters it will take the gall 21-22 shots to kill the caldari with a rof of 800 so in 2 seconds for 26.67 shots. 50 meters it will take 13-14 shots to kill the gall with a rof of 462 so in 2 second for 15.36 shots. that looks very close TTK. all it takes is for the caldari to get hit within 3 seconds even for 5 damage and his shields will not regen. plus the caldari biggest weakness A FLUX GRENADE poof no more shields. each suit has pros and cons so remember this when talking the suits are not even. they are balanced if you use them to their pros. it is like using a rail rifle on an amarr commando. why beause you wanted to instead of using the scr or laser rifles and get bonus damage.
Because you completely missed the reason why dampeners are being fitted >.>
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BL4CKST4R
La Muerte Eterna Dark Taboo
3311
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Posted - 2014.11.07 11:41:00 -
[8] - Quote
jace silencerww wrote:BL4CKST4R wrote:jace silencerww wrote:Cat Merc wrote:http://www.protofits.com/fittings/shared/136/8953 - Dual Dampened Gallente Assault http://www.protofits.com/fittings/shared/136/9001 - Dual Dampened Caldari Assault Caldari Assault advantages and disadvantages: +50HP +3x regen speed -4 seconds of delay +0.1m/s of speed (Not much, can be considered a non-factor) -12% damage compared to Gal Assault Seems fair right? Gallente has 12% more damage while Caldari recharge at 3x the speed (with a delay) and have extra hp? Oh wait... The Gallente Assault needs speed to close the distance, otherwise the Duvolle struggles massively on 90% of the maps. Giving it said speed will either cost 66HP, 9.375hp/s of regen, or a damp. ok why don't you drop the creodron ion pistol to adv and use another shield extender. the caldari are long distance fighters and the gal are mid range. I mean just look at the bonuses to see the proof. caldari faster reload while gal get a reduction to kick and spread of their shot for better hipfire for mid to close range. the bigger question why the Heck are you using dampners on ASSAULTS? lol that is about as useful as nova knives on a commando. (no offense to those who do that) LOL 50 meters it will take the gall 21-22 shots to kill the caldari with a rof of 800 so in 2 seconds for 26.67 shots. 50 meters it will take 13-14 shots to kill the gall with a rof of 462 so in 2 second for 15.36 shots. that looks very close TTK. all it takes is for the caldari to get hit within 3 seconds even for 5 damage and his shields will not regen. plus the caldari biggest weakness A FLUX GRENADE poof no more shields. each suit has pros and cons so remember this when talking the suits are not even. they are balanced if you use them to their pros. it is like using a rail rifle on an amarr commando. why beause you wanted to instead of using the scr or laser rifles and get bonus damage. Because you completely missed the reason why dampeners are being fitted >.> ok then what about the rest of what I said? here is food for thought. you can use any suit for anything you wish however (wthin game seting) if you are not using it to its pros then you can not say look it is uneven. it is like a heavy using a nova knives -(apples to oranges) . although your comparing those two is more like apples to pears close but different.
Role wise the Caldari and Gallente assaults perform the same role, which is to kill. How they perform this role is drastically different yet their function is the same.
The problem that will happen is that making the suit viable to "be stealthy" would be a change to it's roles necessary functions, that is those necessary for it to perform any useful functions in the near future as the EWAR meta continues to change. Because of this the point that is being made is that, the Gallente suit CANNOT handle this change in meta, and anything that cannot change and adapt to the meta becomes obsolete and dies, Darwinism.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3320
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Posted - 2014.11.08 05:52:00 -
[9] - Quote
Spreadsheet on an idea for AR changes that won't necessarily nerf it, but allow it to play slightly differently and thus "nerfing" it.
https://docs.google.com/spreadsheets/d/1fcbHsEHX9jNk72PH0_zs6ZLC7oL6DDkOdVMvUTRtU60/edit?usp=sharing
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BL4CKST4R
La Muerte Eterna Dark Taboo
3324
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Posted - 2014.11.08 18:55:00 -
[10] - Quote
Alena Ventrallis wrote:Mexxx Dust-Slayer wrote:Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. I don't think it is. Its supposed to be fr CQC, but it lags behind the other rifles because of the lowest DPs of the assault variants (working as intended) and hipfire kick making it unwieldy inCQC (needs correcting)
Idk I think it's range needs to be lower, the difference between the rail rifle dps and a assault scrambler is practically none but the range diff is 10 meters.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3325
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Posted - 2014.11.08 22:56:00 -
[11] - Quote
Breakin Stuff wrote:Militia HMGs are almost less efficient than using an assault rifle.
The overheat almost makes the burst HMG look forgiving.
And no. Unless the almost can be removed from my statements the spam will not stop.
You underestimate the persistence of players looking for easy fast kills.
The HMG is always going to be on the razor's edge because CQC negates all disadvantages of the sentinel suits themselves.
Yesterday I was using a basic min heavy with a basic hmg and kin cats. Nufd said on how monstrous it was
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BL4CKST4R
La Muerte Eterna Dark Taboo
3330
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Posted - 2014.11.10 08:11:00 -
[12] - Quote
CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers
aRR range reduction please also :)
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BL4CKST4R
La Muerte Eterna Dark Taboo
3330
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Posted - 2014.11.10 08:35:00 -
[13] - Quote
CLONE ALPHA 001 wrote:BL4CKST4R wrote:CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers aRR range reduction please also :) why?
Has the dps of a assault scrambler and the range of a rail rifle. If it's gonna be a cqc weapon it shouldn't have that long of range.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3331
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Posted - 2014.11.10 12:49:00 -
[14] - Quote
Ryme Intrinseca wrote: ARR is horrible in CQC, if you take the range away there is no reason to use it over a CR.
I also echo others in saying that the Breach AR is not really OP. You get hurt badly by CRs, ScRs, and RRs at range, as you should. The issue is more that the regular AR is slightly UP. They should outperform the longer ranged rifles up close, which is what BAR (but not AR) do.
In short, please do not send us back to the dark ages of combat rifle domination.
To each his own I use the aRR in fact I use it for cqc more often than my AR on my gal suit. The only thing I can't brawl in CQ is anything that breaks the laws of physics.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3331
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Posted - 2014.11.10 13:07:00 -
[15] - Quote
I understand the Gal should play their strengths but this type of change would just bring a strength to the Cal suit and bring a weakness to the Gal suit which is easy detectability. If the Gal and Am suit are not meant to dampen if this change rolls out at the very least the need another strength to compensate, that being either stronger scans or survivability etc.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3331
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Posted - 2014.11.10 15:55:00 -
[16] - Quote
Breakin Stuff wrote:BL4CKST4R wrote:I understand the Gal should play their strengths but this type of change would just bring a strength to the Cal suit and bring a weakness to the Gal suit which is easy detectability. If the Gal and Am suit are not meant to dampen if this change rolls out at the very least the need another strength to compensate, that being either stronger scans or survivability etc. 1)This assertion is odd given the meta of HP>all. 2)You mean being detected might affect survivability? 3)But what happens if a gallente fits a proto damp or two to compensate while running reps? 4)What happens if you bother with precision mods to compensate for the more stealthy nature of shields?
1) Coming with the changes in meta the effect of hp will go down, intel will become more important and shift the meta.
2) Depends in the situation, but not 100% definitive. But being detected comes at the disadvantage of the enemy always get a surprise strike on you, which lowers your chances of survival depending on how much of a retaliation window you have.
3) Running damps on a Gal suit is not a good idea, it ruins the fit, this was discussed a couple of pages earlier on this thread.
4) That's the point I made (giving the a strength), I would like that precision mods be enhanced so that armor suits can use them to counter shield suits using dampeners.
Everything sums down to I want to be able to use precision enhancers on my suit without humping it, which is what is the case with shield suits. They can use dampener without humping themselves. But in the case of medium suits due to the nature of scans the dampener will always win, making the precision module for the suit slightly obsolete in many cases.
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