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Thread Statistics | Show CCP posts - 15 post(s) |
jace silencerww
Krullefor Organization Minmatar Republic
74
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Posted - 2014.11.06 14:07:00 -
[31] - Quote
can you please also fix the scr pistol carrying ammo. look at this CCP Rattati
-militia has 60, -normal one has 72, -breach has 48. -wolfman scr pistol, 48 an officer weapon & it has the same as a breach? -assault has 56, low for assault, it does less damage, less total ammo, 50 rof faster plus "smaller clip size but that I understand" -car 9 burst has 54, a clip of 18 that is 3 full clips, plus it shoots 3 shots so 6 shots a clip (not couning skill oper) -IA5 has 96. really 96 shots? I think you switched the burst and ia5 carrying ammo. -staff recruiter has 48, same as the breach and wolfman but not even close in damage.
look at the cpu/pg cost militia- 15 cpu, 5 pg, damage 62, rof 333.33, clip 10, ammo 60 basic- 12 cpu, 3 pg, damage 62, rof 352.94, clip 12, ammo 72 adv - 30 cpu, 6 pg, damage 65.1 rof 352.94, clip 12, ammo 72 staff- 20 cpu, 5 pg, damage 63.55, rof 333.33, clip 10, ammo 48 |
Lazer Fo Cused
Shining Flame Amarr Empire
98
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Posted - 2014.11.06 14:27:00 -
[32] - Quote
1. Any chance of having a heat build up reduction skill for the HMG? |
JIAF-PR
103
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Posted - 2014.11.06 14:29:00 -
[33] - Quote
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
It is not supposed the idea was the Commando have faster repair to make it more eye-catching?
I think the Gallente should be 1hp/s over the Minmatar and the Minmatar 0.5hp/s over the Amarr and the Caldari. Always remembering the Amarr are supposed to have great tanking capacity with low recovery and the Minmatar are supposed to have low tanking capacity with high recovery; and we need have a big advantage on the Gallente reparing over the Amarr reparing, with it the Gallente is retained as the best option if you want to repair.
Sorry for my English, JIAF-PR
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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Yonkou Ifrit
A.G.E.N.T.S. O.F. S.M.I.T.H.
229
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Posted - 2014.11.06 15:22:00 -
[34] - Quote
CCP Rattati wrote:
With team based scans, we need to react immediately, there is too much scanning going on without effort. Further buffs and nerfs to scanning will follow with EWAR shake-up initiative
Focused Active Scanner: Only squad share <--------I'M AGREE WITH THIS
I'M COMPLETELY DISAGREE WITH AL THIS ------------->nerf Base range100m75mnerf Base visibility from 5 to 35 seconds3 secondsnerf
Thanks!
¿Quieres ser un A.G.E.N.T.?
Lee la descripción de mi corporación.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4564
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Posted - 2014.11.06 15:43:00 -
[35] - Quote
Quote:HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change.
Bandaid solution.
Heat buildup isn't going to solve the sentinel dominance unless you completely strip the HMG of utility. Eviction of sentinels from CQC is the only way to kick this problem off the board.
Either that or sentinels will have to be reworked from the ground up for what the fifth or sixth time now?
This problem is one I predicted in beta when everyone insisted that the HMG be CQC only. Making it shorter sustained operation can only go so far before you hit a tipping point and the weapon breaks completely.
While I am well aware that you probably disagree with me I'm already skilling into assaults because the spam is obnoxious.
But the heat on the MLT HMG already makes the gun borderline unusable because you overheat right around 1/3-1/2 the drum.
Changing the HMG to pull sentinels out of cqc except for the Burst is going to be the simplest and most effective answer because the burst represents what a CQC heavy weapon Should be.
You made the burst awesome.
But the HMG standard line is always going to hang on the razor's edge between "too effective" and "too broken to use" because it is built like a fire support weapon and then shoehorned into CQC.
My two cents. Hopefully you take a poke at the idea instead of dismissing it. In any case... QUAFE SUITS!
The snuggle is real.
TL;DR: I think about DUST entirely too much and need to find a better hobby.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
41
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Posted - 2014.11.06 15:47:00 -
[36] - Quote
Bloody hell now I'm going to have to adjust my sensitivities ...sighs
Hey how about buffing payouts back to pre 1.9 lvl at least If your not going to address the isk issue that's pretty ****** ..
You now make less isk in pubs than ever before and it's very very disappointing that you have not addressed this yet as it kills game play And promotes 1.9 pushing the game more towards pay to win. Please stop leaving payouts in a desolate place in the hopes you'll sell more aurum as it's killing dust for me.
That i havnt been able to hit 300k since yesterday has caused me to drop this game entirely before 1.9 I averaged 350 k and pealed over 500 ...now I can barely get over 260k...The game is no longer worth playing
Yet another slave of Mortedeamor
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2299
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Posted - 2014.11.06 16:20:00 -
[37] - Quote
CCP Rattati wrote:... A new players worst experience is to get insta-popped during spawn-ins. Adding a CRU passive scan is a good way to help players decide whether this will be suicidal or not. Precision catches all non-damped and non-damp skilled frames
CRU passive scan:15m radius35 precisionbuff
...!
My candidate for most important NPE change in a long time. I think this issue might have been my first post on the forums back in Mordu's Trials. Sheesh. Uplinks should get a scan too.
Would personally buff the precision for CRU's even more, such that if a scout wants to camp a CRU they are going to have to optimize/sacrifice their fit to do so.
With Equipment getting tiered sig profiles does this 35 precision mean i'll be able to camp CRU's with proto RE's?
PSN: RationalSpark
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7039
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Posted - 2014.11.06 16:39:00 -
[38] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:So we are aiming for redoing the "lost" balance hotfix next Tuesday. Here are additional tweaks we are proposing to add to that hotfix. Please comment. HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change. https://forums.dust514.com/default.aspx?g=posts&m=2378540#post2378540Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf The normal RR was supposed to get increased charge up to reduce its CQC ability. Using the opportunity to pull back on the Kick magnification. Rail Rifle: charge- up0.30.6nerf Kick ease :0.20.1buff A new players worst experience is to get insta-popped during spawn-ins. Adding a CRU passive scan is a good way to help players decide whether this will be suicidal or not. Precision catches all non-damped and non-damp skilled frames CRU passive scan:15m radius35 precisionbuff This was supposed to follow the clip buff of the ARR, and the ARR will also benefit from less kick (above) ARR clip to from 252348buff The current delay is almost not noticeable. Bumping it to 1.0 seconds, but also re-introducing the de-cloak animation, that makes the decloak happen over time. These should offset with a slight nerf to cloaks. Cloak delay 1. secnerf Cloak animation 1 secbuff Commonly requested, reducing the zoomed tracking speed of the laser, incrementally. Maybe more later. ADS laser yaw0.30.25request With team based scans, we need to react immediately, there is too much scanning going on without effort. Further buffs and nerfs to scanning will follow with EWAR shake-up initiative Focused Active Scanner: Only squad sharenerf Base range100m75mnerf Base visibility from 5 to 35 seconds3 secondsnerf Thanks! -Twitches incessantly at the Focused Active Scanner changes. Shelves Gal Logi.- EDIT: Like... Blah, I can't even fight it anymore. Scouts win this day. ADDITIONAL EDIT: Actually, you know what, let me end with this... Who said that Focused Active Scanners were OP? I want a consensus on how many people said, specifically, that Duvolle Focused Active Scanners were OP. I guess the difference between useful and useless is 25 m? Because the focused scanner "was" squad only...
Going back to squad only doesn't bother me so much. It's not -just- the 25m reduction that makes it effectively useless it's also the 2 second drop as well.
Consider this: 3 seconds of visibility at 75m. Assuming this particular scout is booking it at 9.0m/sec, he's already traveled 27m closer to you when the visibility duration goes down. That's 48m for you to find him (and he'll probably be cloaked) and do something about it within the next 37 seconds. 5 Seconds -IS- a long time on the battlefield but imagine being half-blind for 37 seconds. Sure, could have multiple Scanners (hamstringing your job as a Logi) or just have multiple Gal Logi's (which is kinda like AV vs Vehicle arguments: Why should it take more than one person to combat one other enemy?)
The Focused Active Scanner is already a niche piece of equipment; the only time anyone is ever going to fit it is if they are solely looking for Scouts. I don't think that nerfing the Focused is going to solve problems with the rest of the suits so much as just going to open up more opportunities for Scouts to kick ass.
But, back to the niche thing... I don't know of anyone that honestly complains about the Focused Active Scanner being the problem here. Being scanned is being scanned and if you're running anything besides a Scout suit, chances are I probably don't need to use a Focused to spot you. Anecdotal as it may be, I have -never- heard of anyone saying, "Oh **** that, Focused Active Scanners are so OP."
Legion Transparency
Me and My Girl
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Cyrus Grevare
WarRavens Capital Punishment.
365
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Posted - 2014.11.06 16:43:00 -
[39] - Quote
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
Awesome, I'll wear my G-I Quafe proudly.
This coupled with slight heavy nerf, slight cloaking nerf, possible ewar rework, possible racial skill rework for assault, and maybe more tweaks to AR gives me hope for the Gallente Assault class.
www.protofits.com - a Dust 514 fitting tool
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Cat Merc
Onslaught Inc RISE of LEGION
13046
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Posted - 2014.11.06 17:56:00 -
[40] - 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? I am going to need to stay competitive with the shield assaults who also have the ability, but don't sacrifice nearly as much. So basically, either I am slightly more combat effective and light up like a christmas tree while they sneak around, or we are both sneaky but they have the upper hand.
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
13046
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Posted - 2014.11.06 17:57:00 -
[41] - 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. Except he is. I can't fall behind on the EWAR game against other assaults, but dampening a Gal Assault is a much larger sacrifice than dampening a Caldari Assault.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
24
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Posted - 2014.11.06 18:02:00 -
[42] - Quote
CCP Rattati wrote:So we are aiming for redoing the "lost" balance hotfix next Tuesday.
Here are additional tweaks we are proposing to add to that hotfix. Please comment.
HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change.
Heat management is OK, but let's get something clear... Sentinels are not dominant. They're not even better than assaults on their own... Caldari Sentinels are dominant...
And if heat build up is bumped up, the hit detection should be fixed too... Right now it's too often I shoot at someone in close quarters, the bullet stream is heading straight to him and his health seems unaffected... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4579
|
Posted - 2014.11.06 18:06:00 -
[43] - Quote
Quote:Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf
Current values are actually as follows:
Militia: 23.5 Standard: 16 Advanced: 15.2 Prototype: 14.4 Officer: I don't have a Gastun's to check.
So you're going to be hitting the HMG a bit harder than you thought.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Cat Merc
Onslaught Inc RISE of LEGION
13046
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Posted - 2014.11.06 18:12:00 -
[44] - Quote
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 60HP, 10hp/s of regen, or a damp.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Lazer Fo Cused
Shining Flame Amarr Empire
100
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Posted - 2014.11.06 18:36:00 -
[45] - Quote
Cat Merc wrote: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. Except he is. I can't fall behind on the EWAR game against other assaults, but dampening a Gal Assault is a much larger sacrifice than dampening a Caldari Assault.
1. No he isnt
2. Dont put one on
3. You just went against his will heathen scum |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
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Posted - 2014.11.06 18:47:00 -
[46] - Quote
CCP Rattati wrote: This was supposed to follow the clip buff of the ARR, and the ARR will also benefit from less kick (above) ARR clip to from 252348buff
Awesome! When you say "benefit from less kick" do you mean the ARR hipfire kick is supposed to be increased but not as much as it had been, or that it is supposed to stay at its current pre-nerf levels?
Proof that Rattati/CCP do listen to the playerbase.
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Cat Merc
Onslaught Inc RISE of LEGION
13048
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Posted - 2014.11.06 18:49:00 -
[47] - Quote
Lazer Fo Cused wrote:Cat Merc wrote: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. Except he is. I can't fall behind on the EWAR game against other assaults, but dampening a Gal Assault is a much larger sacrifice than dampening a Caldari Assault. 1. No he isnt I just explained why he is, you need to counter my argument, or else I will flay you alive human.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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The-Errorist
SVER True Blood
836
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Posted - 2014.11.06 18:50:00 -
[48] - Quote
What about this thing you said was "on the list" of things you would get to 5 months ago?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Lazer Fo Cused
Shining Flame Amarr Empire
100
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Posted - 2014.11.06 18:52:00 -
[49] - Quote
Cat Merc wrote:Lazer Fo Cused wrote:Cat Merc wrote: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. Except he is. I can't fall behind on the EWAR game against other assaults, but dampening a Gal Assault is a much larger sacrifice than dampening a Caldari Assault. 1. No he isnt I just explained why he is, you need to counter my argument, or else I will flay you alive human.
1. Is he forcing you to put one on?
2. Has he physically grabbed your controller and put on a dampner?
3. If the answer is no then you are not forced |
Sgt Kirk
Fatal Absolution
8239
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Posted - 2014.11.06 19:54:00 -
[50] - 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. Breach AR nerf? Are you serious? You do play this game right? Is the reduced range in which you are forced to fight in not enough for you?
And as far as Gallente Logis go, I bought the respec to skill out of Gallente Logistics because I knew you guys would nerf the ever loving **** out of scanners.
I could say a lot more but I'm sick right now with a Cold.
But I'm severely disappointed in you.
CCP holds the Caldari's hand so this doesn't happen again.
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jace silencerww
Krullefor Organization Minmatar Republic
78
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Posted - 2014.11.06 20:18:00 -
[51] - Quote
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. |
g li2
Grupo de Asalto Chacal RISE of LEGION
344
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Posted - 2014.11.06 20:45:00 -
[52] - Quote
Rattati wrote: HMG-Sentinel is simply too dominant across all game modes.
It does not seem real. Do you forget the scouts? Are those numbers you see on your system?
CHACALES
¡¡ HONOR !!
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BL4CKST4R
La Muerte Eterna Dark Taboo
3306
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Posted - 2014.11.06 21:03:00 -
[53] - 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 >.>
supercalifragilisticexpialidocious
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Sgt Kirk
Fatal Absolution
8243
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Posted - 2014.11.06 21:05:00 -
[54] - Quote
g li2 wrote:CCP Rattati wrote: HMG-Sentinel is simply too dominant across all game modes.
It does not seem real. Do you forget the scouts? Are those numbers you see on your system? Reduce the Turning Speed on Sentinel and you'll have a much better time with them.
Hell their supposed "Penalties" are not even too much.
Also I don't think Rattati realizes that Dampening on a Gallente Assault has different impacts that it would Dampening a Caldari Assault.
Rattati is starting to suffer from CCP Logic.
CCP holds the Caldari's hand so this doesn't happen again.
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hfderrtgvcd
1075
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Posted - 2014.11.06 21:23:00 -
[55] - Quote
great job Rattati! I cant find a single thing that I disagree with. Do you think you could give the sidearm event sp when you deploy the hotfix?
You can't fight in here! This is the war room.
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Leadfoot10
Molon Labe. General Tso's Alliance
2043
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Posted - 2014.11.06 21:34:00 -
[56] - Quote
Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I think increasing the uncloaking delay was also a great idea.
The rest of the changes seem good to me, but I'm of the opinion that the proper way to balance heavies is to either reduce their DPS or EHP rather than heat build up, but I'll reserve further comment until I have a chance to play with the changes.
On a related note, d\id you ever get stats on weapon usage in PC? I thought I saw someone quote it in another thread, but alas, I am unable to find it.
Thanks for all you do...Leadfoot
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2347
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Posted - 2014.11.06 21:35:00 -
[57] - Quote
@ CCP Rattati
I dislike the scanner changes. They are unneeded. I believe we should leave things for a while to see how they truly settle out.
I also dislike the Laser Rifle ADS 'nerf'. Just because some people are unwilling to adapt or change sensitivity settings I can see this will adversely affect using the LR with KB/M..... time will tell but on paper I dislike the sound of that :(
Happy about getting the native armour repairs back.
I really appreciate your decisive action but Rattati, too much change too fast is not necessarily a good thing. Also you know the HMG is supposed to be a clone grinder gun. I honestly rarely rarely do the heavy thing but I dislike nerfs but still, see how they go I guess.
"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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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2347
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Posted - 2014.11.06 21:36:00 -
[58] - Quote
Leadfoot10 wrote:Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I think increasing the uncloaking delay was also a great idea.
The rest of the changes seem good to me, but I'm of the opinion that the proper way to balance heavies is to either reduce their DPS or EHP rather than heat build up, but I'll reserve further comment until I have a chance to play with the changes.
On a related note, d\id you ever get stats on weapon usage in PC? I thought I saw someone quote it in another thread, but alas, I am unable to find it.
Thanks for all you do...Leadfoot
Yea it said HMG 1st, shotguns 2nd n 3rd, then missile launchers from ADS4th if I remember correctly.
"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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CamClarke
KILL-EM-QUICK RISE of LEGION
226
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Posted - 2014.11.06 21:41:00 -
[59] - Quote
Gee Rattati, thanks so much for buffing Scouts AGAIN. |
zzZaXxx
Vengeance Unbound
631
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Posted - 2014.11.06 22:00:00 -
[60] - Quote
You did it again! I agree almost 100% with all of the proposed changes. HereGÇÖs my feedback:
Scanners:
Yes! Removing team share from Focused Scanner is perfect! That will enable scouts focused on dampening to avoid being seen by the whole opposing team when only one or two (or more!) of them are using focused scanners. A perfect first step!
IGÇÖm not sure that the Focused Scanner needs any further nerfs beyond that, considering that the results will only be shared with squad. If what itGÇÖs showing to 6 or fewer players still needs toning down then the range nerf seems in keeping with its best use: looking for damped scouts lurking nearby.
I heartily disagree with the scan duration nerf. 5 (7.5) seconds is already a short time. 3.5 (5.25) seconds is not enough to scare a scout. If he knows heGÇÖs tagged for 3-5 seconds heGÇÖll just find cover, etc., but the prospect of 7.5 seconds might make him really back off and get out of position from where he wants to be. The Focused Scanner, considering its ISK and fitting costs, should at least have the chance to influence scoutsGÇÖ behavior that much, especially when only squadmates are seeing him on scan.
I donGÇÖt think the Focused Scanner was being used much before team share. (I could be wrong.) Be careful that you donGÇÖt nerf it into oblivion. The Focused Scanner is not only extremely expensive but ridiculously demanding of PG, so this nerf may lead a lot of players to consider it not worth using if they canGÇÖt teamshare. That would be a shame, and would have the opposite effect of what youGÇÖre intending.
I strongly recommend that you decrease both its ISK and fitting costs now that it canGÇÖt do what the other scanners can. ItGÇÖs no longer just better than the rest, so its costs should reflect that. Toning down its cost to go with this nerf will also decrease the chance of players giving up on it, which would be an indirect buff to scouts.
CRU Precision and Range:
Getting CRU camped is the worst experience for veteran players too. This is a no-brainer and should have been implemented ages ago. But the range is so short. A whole crowd could still be camping it outside of 15 meters. Campers arenGÇÖt likely to get that close even now. I suggest 25 meters. This will give spawners a much better chance, and if it cause CRUs to serve somewhat as GÇ£scan turretsGÇ¥ I think that adds a fun element to the game and would make CRUs more contested.
Cloak Delay and Animation:
Yes, the delay is too short. ThatGÇÖs confirmed and itGÇÖs time to push it forward. 1 second will make a difference. I donGÇÖt see how the decloak animation is a buff though. Since its removal scouts just appear in front of you. The animation gives you more time to react.
Lazor ADS tracking: YESSSS!!!
RR kick: Yeah, 0.2 was too much. RR shouldnGÇÖt be such a liability hipfiring that trying to do it just gets you killed every time. 0.1 is a better place to start. Then maybe if it needs to be toned down again, consider increasing charge time further before increasing kick. This would nerf RR CQC but those who really know how to handle a RR would be able to compensate with good timing, thus rewarding skill.
HMG Heat:
This is a perfect way to tone down heavies by forcing them to be more disciplined and conservative. TheyGÇÖll still be just as powerful but hopefully now will have to think on their feet more and make some choices to avoid overheat. Right now they can just spray all day and night. Perfect. Will this affect the burst HMG? (DonGÇÖt forget to buff the AHMG soon!!) |
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