Pages: 1 2 3 4 5 6 7 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 15 post(s) |
|
CCP Rattati
C C P C C P Alliance
10615
|
Posted - 2014.11.06 09:29:00 -
[1] - Quote
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#post2378540
Militia 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!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Joseph Ridgeson
WarRavens Capital Punishment.
2387
|
Posted - 2014.11.06 09:34:00 -
[2] - Quote
Still looking for Standard quality variant weapons. I shall hold my breath, pass out, regain consciousness, and repeat the process.
I love the ARR but I hate spending money on Advanced Weapons. As an aside, I love that you you made Lucile cheaper.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
|
Dead Cavino
KILL-EM-QUICK RISE of LEGION
3
|
Posted - 2014.11.06 09:50:00 -
[3] - Quote
So this means passive armor reps are returning? |
BL4CKST4R
La Muerte Eterna Dark Taboo
3297
|
Posted - 2014.11.06 09:54:00 -
[4] - Quote
Please reduce the cool down of the scanner
supercalifragilisticexpialidocious
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7028
|
Posted - 2014.11.06 09:54:00 -
[5] - 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. 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.
Legion Transparency
Me and My Girl
|
|
CCP Rattati
C C P C C P Alliance
10616
|
Posted - 2014.11.06 09:58:00 -
[6] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Cat Merc
Onslaught Inc RISE of LEGION
13040
|
Posted - 2014.11.06 10:08:00 -
[7] - 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
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
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Spectral Clone
Abandoned Privilege Top Men.
3044
|
Posted - 2014.11.06 10:13:00 -
[8] - 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
Rattati mentioned that assaults are getting -5 scan profile in the future (or similar).
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7030
|
Posted - 2014.11.06 10:15:00 -
[9] - Quote
Spectral Clone 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 Rattati mentioned that assaults are getting -5 scan profile in the future (or similar).
10% decrease as opposed to a 25% decrease from a Complex Profile Dampener.
Legion Transparency
Me and My Girl
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3300
|
Posted - 2014.11.06 10:30:00 -
[10] - 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.
supercalifragilisticexpialidocious
|
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
636
|
Posted - 2014.11.06 11:30:00 -
[11] - Quote
CCP Rattati wrote:
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
Thanks!
is that a typo? thats over half a second before you can fire. thats over half a second of free damage done to you by (cloaked scouts in my case)
also you still havent fixed the rail weaponry glitch yet. if i have to stop shooting because im firing blanks, then .6 seconds is too much for a bug you cant seem to fix. |
Cavani1EE7
Murphys-Law General Tso's Alliance
419
|
Posted - 2014.11.06 11:48:00 -
[12] - 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
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 not the only one feeling this, can you look at it?
Take a bow
|
|
CCP Rattati
C C P C C P Alliance
10645
|
Posted - 2014.11.06 11:57:00 -
[13] - 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
Are you serious? Because I would like Assaults to have the "ability" to avoid scans by reducing sig profile and fit a single damp?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
10645
|
Posted - 2014.11.06 11:59:00 -
[14] - Quote
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...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
10645
|
Posted - 2014.11.06 12:02:00 -
[15] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Ripley Riley
Incorruptibles
4565
|
Posted - 2014.11.06 12:06:00 -
[16] - Quote
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.
My advice to you, playa...
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3301
|
Posted - 2014.11.06 12:10:00 -
[17] - 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.
supercalifragilisticexpialidocious
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2480
|
Posted - 2014.11.06 12:11:00 -
[18] - Quote
Not sure if it's even an issue but I think an ADS speed increase for ARRs would help (unless it's already different from a regular RR, haven't compared in a while).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3301
|
Posted - 2014.11.06 12:14:00 -
[19] - 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.
supercalifragilisticexpialidocious
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
61
|
Posted - 2014.11.06 12:14:00 -
[20] - 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. It does have more damage per bullet than a rail rifle. The assault rail rifle does not have more RoF than the AR, but if this what is wanted then a performanve nerf would do instead of a damage nerf. What about shotgun damage progression over tiers, are they not all too (negligibly) close to proto (or STD)? |
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2480
|
Posted - 2014.11.06 12:14:00 -
[21] - Quote
Oh, and don't forget the Incubus skill penalty to heat buildup. Apparently it's back.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3301
|
Posted - 2014.11.06 12:17:00 -
[22] - 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.
supercalifragilisticexpialidocious
|
WeapondigitX V7
The Exemplars Top Men.
169
|
Posted - 2014.11.06 12:35:00 -
[23] - Quote
The breach AR is MOSTLY not the problem, the other assault rifles are the problem. The breach is competitive but not hugely OP compared to other weapons like rail rifle or combat rifle variants. The regular base variant assault rifle does not have enough advantages to make players want to use it in CQC places like cities and outposts.
The base variant AR needs more bullets in the clip so it has a larger noticeable difference in damage per clip compared to other rifles. Please increase its clip size of normal AR by roughly 15 bullets more until it has a damage per clip of roughly 2350 damage per clip.
(the breach AR currently has a larger damage per clip compared to the base variant of the AR but it (the breach AR) should still have a larger damage per clip compared to the combat rifles and assault scrambler rifles, which I would like the base AR to also surpass in damage per clip)
The breach AR may need a smaller clip size. Perhaps maybe reduce the breach AR clip by 2 or 3 bullets. Or instead nerf its effective range slightly to offset its higher bullet damage so its intended range is the same in reality as the normal AR.
Remember to reduce the heat cost again for the assault scrambler rifle and the tactical scrambler rifles.
remember to give back native armor repair for all suits please.
may you find success Rattati. |
WeapondigitX V7
The Exemplars Top Men.
169
|
Posted - 2014.11.06 12:42:00 -
[24] - Quote
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. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3301
|
Posted - 2014.11.06 12:55:00 -
[25] - 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.
supercalifragilisticexpialidocious
|
KrazyEyeKilla
Nyain San General Tso's Alliance
34
|
Posted - 2014.11.06 13:14:00 -
[26] - Quote
I probably missed a post somewhere but are the current heat build numbers for the HMG that you stated in the OP, correct? The standard HMG at the moment has a 16.00 value not 18. |
Vitharr Foebane
Terminal Courtesy Proficiency V.
1953
|
Posted - 2014.11.06 13:26:00 -
[27] - Quote
Since the HMG is getting it's balls lopped off ~AGAIN~ can we get our heat up reduction back for our operation skill instead of kick reduction
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
IAmDuncanIdaho II
R 0 N 1 N
973
|
Posted - 2014.11.06 13:39:00 -
[28] - 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.
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
Thanks!
Hmmm. Not sure I like this. It's not long since the crazy unavoidable passive scans of all installations was removed - not really seeing a valid reason to add these back in any way.
Surely not spawning in somewhere where someone is camping is something you should learn after it happens the first time. This is part of a NPE lesson that is valuable to learn no? It applies to uplinks...
Also I think I'm right in saying that CRU spawning is in a random location (same as objectives?) and if you are trying to camp then you are at risk yourself.
What you're trying to fix (though as I say, I believe this should be part of the NPE and not something that needs fixing) can also work the other way too can't it? Vets, as opposed to noobs, can use this intel to their advantage to catch reds who stray too close to a CRU or attempt to hack it. Those reds could be noobs....etc. Many times I've risked clones and spawned where I know there are reds camping to try and get that RE down before they blat me. The door swings both ways.
Not really seeing a benefit here. Be interested to hear others' thoughts.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
|
Cavani1EE7
Murphys-Law General Tso's Alliance
419
|
Posted - 2014.11.06 13:47:00 -
[29] - Quote
The Brach AR needs a nerf, don't touch the other versions, they're fine and balanced (exception made for the burst version, which needs a slight buff). [From a AR/BurstAR user]
Take a bow
|
matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
80
|
Posted - 2014.11.06 13:54:00 -
[30] - Quote
I am ok with this, although i am saddened by the fact all my scramblers are re-nerfed fro a whole week |
|
jace silencerww
Krullefor Organization Minmatar Republic
74
|
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
|
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
|
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
|
Yonkou Ifrit
A.G.E.N.T.S. O.F. S.M.I.T.H.
229
|
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.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4564
|
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.
|
Slave of MORTE
Eyniletti Rangers Minmatar Republic
41
|
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
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2299
|
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
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7039
|
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
|
Cyrus Grevare
WarRavens Capital Punishment.
365
|
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
|
Cat Merc
Onslaught Inc RISE of LEGION
13046
|
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++
|
|
Cat Merc
Onslaught Inc RISE of LEGION
13046
|
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++
|
The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
24
|
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.
|
Cat Merc
Onslaught Inc RISE of LEGION
13046
|
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++
|
Lazer Fo Cused
Shining Flame Amarr Empire
100
|
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
|
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.
|
Cat Merc
Onslaught Inc RISE of LEGION
13048
|
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++
|
The-Errorist
SVER True Blood
836
|
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
|
Lazer Fo Cused
Shining Flame Amarr Empire
100
|
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
|
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.
|
|
jace silencerww
Krullefor Organization Minmatar Republic
78
|
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
|
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 !!
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3306
|
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
|
Sgt Kirk
Fatal Absolution
8243
|
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.
|
hfderrtgvcd
1075
|
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.
|
Leadfoot10
Molon Labe. General Tso's Alliance
2043
|
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
|
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2347
|
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!
|
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2347
|
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!
|
CamClarke
KILL-EM-QUICK RISE of LEGION
226
|
Posted - 2014.11.06 21:41:00 -
[59] - Quote
Gee Rattati, thanks so much for buffing Scouts AGAIN. |
zzZaXxx
Vengeance Unbound
631
|
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!!) |
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4605
|
Posted - 2014.11.06 22:24:00 -
[61] - Quote
Nevermind. I have changed my mind. Break the HMG over your knee Rattati.
Kill the spam dead. let the scouts run free.
Let's give the scout nerds their fondest wish: someone to take the heat for them.
Once the HMG is dead you can have a good long look.
The burst is working as intended. We can rock that for a bit.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
CCP Rattati
C C P C C P Alliance
10703
|
Posted - 2014.11.06 23:28:00 -
[62] - Quote
Breakin Stuff wrote: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. And at 23.5 the militia is borderline useless. much more and you might as well just delete it.
Sorry copied the wrong columns. Baseline is 18, ADV is 0.95, PRO is 0.9 and officer is 0.85 of the baseline, miliita 1.25
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
10703
|
Posted - 2014.11.06 23:34:00 -
[63] - Quote
The-Errorist wrote:What about this thing you said was "on the list" of things you would get to 5 months ago?
Yes, there are many things still on the list, it's a long list
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
hfderrtgvcd
1077
|
Posted - 2014.11.06 23:36:00 -
[64] - Quote
CCP Rattati wrote:The-Errorist wrote:What about this thing you said was "on the list" of things you would get to 5 months ago? Yes, there are many things still on the list, it's a long list does that list include sidearm event sp?
You can't fight in here! This is the war room.
|
|
CCP Rattati
C C P C C P Alliance
10703
|
Posted - 2014.11.06 23:38:00 -
[65] - Quote
Sgt Kirk wrote: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, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again.
I can just see how everyone is migrating to it overnight. Rather nip it in the bud now. But it can wait also until we buff the rest more. On Logis, with deployables having lower signature, scanners will be critical to teams.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
|
Posted - 2014.11.06 23:39:00 -
[66] - Quote
Rattati, can you clarify the ARR hipfire kick Nerf? Is it getting increased hipfire kick or is it staying where its at? I really advocate keeping it where its at and not increasing g it at all.CQC is all about hipfire, and the ARR is the CQC option for Caldari.
Proof that Rattati/CCP do listen to the playerbase.
|
|
CCP Rattati
C C P C C P Alliance
10704
|
Posted - 2014.11.06 23:40:00 -
[67] - 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
I had various issues this week, no ISK payout, super ISK payout, skill points
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
hfderrtgvcd
1077
|
Posted - 2014.11.06 23:44:00 -
[68] - Quote
CCP Rattati wrote:Sgt Kirk wrote: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, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again. I can just see how everyone is migrating to it overnight. Rather nip it in the bud now. But it can wait also until we buff the rest more. On Logis, with deployables having lower signature, scanners will be critical to teams. It definitely needs a nerf. It has more dps and damage per clip than any other autmatic light weapon. No need to hammer it, just a 5% damage decrease.
You can't fight in here! This is the war room.
|
|
CCP Rattati
C C P C C P Alliance
10711
|
Posted - 2014.11.06 23:49:00 -
[69] - Quote
OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4606
|
Posted - 2014.11.06 23:51:00 -
[70] - Quote
Switch the ranges on the assault and breach variants of each weapon and you fix the problem.
Breach weapons will always overperform in CQC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
Grimmiers
695
|
Posted - 2014.11.07 00:15:00 -
[71] - Quote
Breakin Stuff wrote: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. And at 23.5 the militia is borderline useless. much more and you might as well just delete it.
the new numbers are pretty close to my initial suggestion. hmgs will still be able to shoot around 200 rounds before overheating which is more than enough within it's range.
|
Grimmiers
695
|
Posted - 2014.11.07 00:22:00 -
[72] - Quote
CCP Rattati wrote:OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows.
Finally, that's a much needed change. Also what do you think about having the precision of the scanner falloff for longer ranges.
|
Thokk Nightshade
Montana Militia
677
|
Posted - 2014.11.07 00:32:00 -
[73] - 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. 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 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 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!
The two I want to focus on. HMG's: No issue with it. As a Sentinel I know there are times when I've gotten into a small area with 2 or 3 players and burned a good chunk of the drum (don't remember specifics and with a basic HMG) without letting off the trigger and I didn't overheat. After the fact and I had a chance to think about it, I thought it was kind of crazy and how I should have had to switch to my SMG at SOME point during that encounter.
The Scans:
Is there a way to just add in 2 seperate scan variants (like the nanohives, one is ammo only and the other is ammo+armor)? One variant can be used for squad share and is less expensive to fit (ISK and PG/CPU costs), and a second one for team share which is more expensive to fit across the board. The squad variant will have greater range/longer timer and the team one will be able to be shared with more people.
Squad Share variant: Base Range: 50-75-100 Meters at Basic/Advanced/Proto (just throwing #'s out, these can be tweaked if need be) Base Visibility: 5 seconds Shorter cooldown time
Then a second variant:
Team Share Base Range: 15-20-30 at Basic/Advanced/Proto (as above, just throwing #'s out) Base Visibility: 3 seconds Longer cooldown time
This way there is a tactical advantage and disadvantage to the type of scanner someone wants to use. You can go for max distance and share it with fewer people, or go for shorter distance and share it with more people. This is honestly what I thought was going to happen when I saw the 1.9 update info in regards to scanners. From the Overview:
* Active Scanners can now share Scan Results with either Team or Squad. This is set on a per item basis but all Active Scanners now have Share Results with Team as default.
Any thoughts/suggestions on this? Does this sound like a valid compromise for people? We are sandboxing it, so open up the options.
Rattati, is there anything in here that you feel is gamebreaking/unreasonable/just stupid so no point in implementing?
Thokk Kill. Thokk Crush. Thokk Smash.
|
CLONE ALPHA 001
T.H.I.R.D R.O.C.K
49
|
Posted - 2014.11.07 01:37:00 -
[74] - Quote
so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1227
|
Posted - 2014.11.07 01:47:00 -
[75] - Quote
ok
Pokemon master and Tekken Lord
Gk0 Scout yay :)
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
|
Posted - 2014.11.07 01:48:00 -
[76] - Quote
CLONE ALPHA 001 wrote:so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati The hotfix has been applied already?
Proof that Rattati/CCP do listen to the playerbase.
|
Sequal Rise
Les Desanusseurs
175
|
Posted - 2014.11.07 01:57:00 -
[77] - Quote
Mmmh These changes looks good to me. The only one I don't like is the HMG changes. The heat is good right now, I don't think it's a good idea to increase it. The real problem with it is the RANGE. It's THE CQC king, it should perform at best at 15m and then HARDLY decrease when reaching 20-25m.
I'm constantly getting killed by HMG from over 40-50m (And they deal real hard damage from this range!) I think you should make it a CQC weapon only, not mid-range.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
|
Vell0cet
Vengeance Unbound RISE of LEGION
2476
|
Posted - 2014.11.07 04:29:00 -
[78] - Quote
I'm most excited about the LR ADS change. Thanks so much!!!
Best PvE idea ever!
|
Leadfoot10
Molon Labe. General Tso's Alliance
2047
|
Posted - 2014.11.07 04:38:00 -
[79] - Quote
Alena Ventrallis wrote:CLONE ALPHA 001 wrote:so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati The hotfix has been applied already?
Yes, it went back in with the hotfix this morning. I tested it again and the results were the same as my test from before 1.9 dropped -- the kick is 4x for both weapons.
That said, it does appear that Rattatti is backing off a bit as per this thread and this is to be deployed "next Tuesday".
|
Leadfoot10
Molon Labe. General Tso's Alliance
2048
|
Posted - 2014.11.07 04:40:00 -
[80] - Quote
CCP Rattati wrote: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
I had various issues this week, no ISK payout, super ISK payout, skill points
No worries. I understand completely....and by the way, I found the thread on PC kills. Still looking forward to a more detailed rundown when you get the opportunity -- no rush. I'm patient & you clearly have bigger fish to fry. :)
Again, great job on these changes and, in particular, the transparency you've shown during the entire process. It's much appreciated by all of us -- even if we disagree on some of the finer points from time to time.
Take care...Leadfoot |
|
zzZaXxx
Vengeance Unbound
632
|
Posted - 2014.11.07 04:45:00 -
[81] - Quote
Breakin Stuff wrote:Nevermind. I have changed my mind. Break the HMG over your knee Rattati.
Kill the spam dead. let the scouts run free.
Let's give the scout nerds their fondest wish: someone to take the heat for them.
Once the HMG is dead you can have a good long look.
The burst is working as intended. We can rock that for a bit. Ask yourself: What would it be like if my HMG built up heat 9% faster? Because that's the change. It's significant but you're going from heat barely being an issue. It's not like raising it 9% for ScR. And the fact is: sentinals dominate DUST 514. The whole game turns on them, especially PC. This is balance and it will make the game faster and funner. More fluid. Wake up and smell the coffins my friend. The rest of us are dying all the time. Join the party. |
zzZaXxx
Vengeance Unbound
632
|
Posted - 2014.11.07 04:57:00 -
[82] - Quote
Breach nerf people? Are you insane? I've been using breach AR since the buff. You can't overstate the importance of range. It's lack of range limits it strictly to close engagements, meaning you're at the vanguard dishing out a lot damage and dieing a lot. We're not sniping over here. Try running the breach AR for a week and get back to me. In the meantime stop trying to f*ck my **** up. Pimpin with a BAR ain't easy and comes at a price. I call that balanced.
|
hfderrtgvcd
1082
|
Posted - 2014.11.07 04:59:00 -
[83] - Quote
zzZaXxx wrote:Breach nerf people? Are you insane? I've been using breach AR since the buff. You can't overstate the importance of range. It's lack of range limits it strictly to close engagements, meaning you're at the vanguard dishing out a lot damage and dieing a lot. We're not sniping over here. Try running the breach AR for a week and get back to me. In the meantime stop trying to f*ck my **** up. Pimpin with a BAR ain't easy and comes at a price. I call that balanced.
I too have been using the breach ar since the buff, and it is laughably easy. With ar operations to 2 I am getting 20+ kills almost every game. The lack of any recoil and the insane dps makes fighting at range far easier than you would expect.
You can't fight in here! This is the war room.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
|
Posted - 2014.11.07 04:59:00 -
[84] - Quote
Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated.
Proof that Rattati/CCP do listen to the playerbase.
|
jace silencerww
Krullefor Organization Minmatar Republic
80
|
Posted - 2014.11.07 05:26:00 -
[85] - Quote
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? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4626
|
Posted - 2014.11.07 06:29:00 -
[86] - Quote
zzZaXxx wrote:Breakin Stuff wrote:Nevermind. I have changed my mind. Break the HMG over your knee Rattati.
Kill the spam dead. let the scouts run free.
Let's give the scout nerds their fondest wish: someone to take the heat for them.
Once the HMG is dead you can have a good long look.
The burst is working as intended. We can rock that for a bit. Ask yourself: What would it be like if my HMG built up heat 9% faster? Because that's the change. It's significant but you're going from heat barely being an issue. It's not like raising it 9% for ScR. And the fact is: sentinals dominate DUST 514. The whole game turns on them, especially PC. This is balance and it will make the game faster and funner. More fluid. Wake up and smell the coffins my friend. The rest of us are dying all the time. Join the party. No I was saying break it. Go further. I want all the suit pollution to find itzelf needung a respec because EZ mode got killed and I firmly believe that the solution to heavy dominance is eviction from CQC.
I don't believe a permanent solution can be found without this.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Powerh8er
The Rainbow Effect
515
|
Posted - 2014.11.07 06:46:00 -
[87] - Quote
Sequal Rise wrote:Mmmh These changes looks good to me. The only one I don't like is the HMG changes. The heat is good right now, I don't think it's a good idea to increase it. The real problem with it is the RANGE. It's THE CQC king, it should perform at best at 15m and then HARDLY decrease when reaching 20-25m. I'm constantly getting killed by HMG from over 40-50m (And they deal real hard damage from this range!) I think you should make it a CQC weapon only, not mid-range.
HMG within RE and shotgun range, brilliant nerf suggestion to the HMG. Why dont we nerf the movement speed of the sentinel suit aswell?
(My longest kill with an HMG for days is 27 meters, you must be face some bad ass marksmen heavies!)
|
Songs of Seraphim
Murphys-Law
41
|
Posted - 2014.11.07 06:54:00 -
[88] - Quote
Alena Ventrallis wrote:Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated.
The balance hotfix from last week is reinstated, so the kick from the rail rifles is pretty bad. But this thread is to implement changes for this upcoming Tuesday.
The kick for both rail rifles will be reduced, and the base rail rifle will have 0.6 charge delay (should be 0.5) and the kick would be less on the assault version. Unless I missed something.
Hope this helps until Rattati can make a detailed reply.
Raging alcoholic.
I play in a pink suit because it's the fabulous thing to do.
|
Sgt Kirk
Fatal Absolution
8251
|
Posted - 2014.11.07 08:42:00 -
[89] - Quote
CCP Rattati wrote: I can just see how everyone is migrating to it overnight. Rather nip it in the bud now.
Why don't you guys ever have this mindset when it comes to other OP stuff?
(Cough Cough, Caldari items)
CCP holds the Caldari's hand so this doesn't happen again.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
|
Posted - 2014.11.07 08:55:00 -
[90] - Quote
Songs of Seraphim wrote:Alena Ventrallis wrote:Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated. The balance hotfix from last week is reinstated, so the kick from the rail rifles is pretty bad. But this thread is to implement changes for this upcoming Tuesday. The kick for both rail rifles will be reduced, and the base rail rifle will have 0.6 charge delay (should be 0.5) and the kick would be less on the assault version. Unless I missed something. Hope this helps until Rattati can make a detailed reply. I hope he plans to put it at pre-balance numbers. hipfire kick makes or breaks CQC, and the CQC option for the Caldari is currently ineffective where it should shine.
Proof that Rattati/CCP do listen to the playerbase.
|
|
I-Shayz-I
I----------I
4978
|
Posted - 2014.11.07 11:07:00 -
[91] - Quote
No one uses the focused scanner? Maybe in PC?
Maybe I need to make a video just to show how OP the Creodron Flux scanner is compared to say...the Proximity one (incredibly underpowered)
All scanners should make some sense as to their stats.
How it should be Normal: 100 range, 60 degrees Flux: 200 range, 30 degrees Proximity: 50 range, 120 degrees
NOT: Flux: 200 range 90 degrees Proximity: 65 range, 45 degrees
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3311
|
Posted - 2014.11.07 11:41:00 -
[92] - 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.
supercalifragilisticexpialidocious
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4638
|
Posted - 2014.11.07 12:33:00 -
[93] - Quote
I'd drop precision mods in the highs and put a pair of range mods in the low.
Stealth?
I am a rifleman.
My mission is to locate, close with, and destroy you.
Galassault rifleman motto right there
Amarr will simply hold the line and see you coming. Then kill you.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
|
Posted - 2014.11.07 12:44:00 -
[94] - Quote
BL4CKST4R wrote: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. More to the point, WHY would an assault want to be stealthy? His role is not to sneak, it is to slay. Anything that does not aid in this should go to another suit.
If assaults really need another buff, why not make it to racial tank?
Caldari: 5% base shield per Amarr: 5% base armor per Gallente: 0.5 armor rep per Minmatar: 5% shield recharge per
Proof that Rattati/CCP do listen to the playerbase.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4640
|
Posted - 2014.11.07 12:54:00 -
[95] - Quote
Black ops style play requires stealth.
And you can drop a LOT of damps on a gallente assault team.
They don't have to be invisible.
They just need to get within their brawling optimal undetected.
What happens when your first hint of an enemy is the Galassault who pops around the corner and sprays you in the face with plasma?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Spkr4theDead
Red Star. EoN.
2345
|
Posted - 2014.11.07 13:40:00 -
[96] - Quote
Sgt Kirk wrote: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, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again. I'm starting to go in Gal logi myself.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Myron Kundera
The Generals
97
|
Posted - 2014.11.07 17:01:00 -
[97] - 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.
I don-¦t get it. Breach AR and other AR variants got buffed a few months ago cause they sucked. All other variants still suck, but you managed to score a win on the Breach AR cause now its usefull and people started using them more and made the game more balanced gun wise. Now, some people say that it-¦s OP cause they-¦re getting killed by it in CQC (they probably shield tank and use RR-nerfed in CQC) and you decide to nerf it back? it makes no sense to me. This nerf will kill the only good AR we have, and i still think some other guns outperform the Breach AR at CQC, like HMG, SG, ARR, CR, so please, re read the arguments you took when you buffed the AR variants and see if it really needs the nerf, i would say no but what the heck, some forum warriors allready sentenced it to the nerf so i guess it-¦s settled.
By the way, Burst AR is still crap an it needs a buff, i would say dmg wise.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
|
sabre prime
Crux Special Tasks Group Gallente Federation
736
|
Posted - 2014.11.07 17:56:00 -
[98] - 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
The basic frames have higher regen than the specialised suits? Am I reading that correctly? If so, why?
The slow blade penetrates the shield.
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4454
|
Posted - 2014.11.07 18:22:00 -
[99] - Quote
sabre prime 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
The basic frames have higher regen than the specialised suits? Am I reading that correctly? If so, why?
Rattati said he put it there to try and make them more useful. They're also cheaper now, which is a good call. It never made sense for them to be so expensive.
(The godfather of tactical logistics)
|
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2778
|
Posted - 2014.11.07 20:12:00 -
[100] - Quote
What is this "decloak animation"? Does this mean I get to be cloaked for a second after switching weapons, with my weapon out?
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
|
|
Syeven Reed
T.H.I.R.D R.O.C.K
923
|
Posted - 2014.11.07 20:21:00 -
[101] - Quote
CCP Rattati wrote:OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows. This makes me sad, I don't have the time right now to make a constructive argument - Shall come back to this thread later!
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
|
XxGhazbaranxX
Endless Hatred
1828
|
Posted - 2014.11.08 05:31:00 -
[102] - Quote
Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that.
I would suggest the following:
*Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Plasma Cannon Advocate
Dust 514 Survivor
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3320
|
Posted - 2014.11.08 05:52:00 -
[103] - 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
supercalifragilisticexpialidocious
|
Victor Moody Stahl
Amarr Templars Amarr Empire
99
|
Posted - 2014.11.08 06:11:00 -
[104] - Quote
XxGhazbaranxX wrote:Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that. I would suggest the following: *Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Uh, I'm not sure I'm quite understanding this, but it sounds like you're suggesting that the active scanner's scan precision should be so bad that you need to use it on a GalLogi.
Which is totally cool, I guess, if you just really have a raging hateboner for scanners. I could always carry a needle instead of a scanner....
Who am I kidding, I'll just carry more hives.
In all seriousness however, I think that your post could do with a lot of clarification on what you actually mean, because it sounds like the ultimate nerf of ultimate destiny for active scanners... which I'm sure a lot of those scout punks would absolutely love because then they would be the unholy terror of DUST, with even heavies unable to keep them in check.
The only way to be safe would be to redline snipe from underneath the MCC, because then you can't be orbital'd. Of course, good luck actually killing anything from there....
Buff Logis | Nerf Scouts
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4674
|
Posted - 2014.11.08 10:00:00 -
[105] - Quote
XxGhazbaranxX wrote:Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that. I would suggest the following: *Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Imagine me singing this th mary had a little lamb
"Have you lost your goddamn mind? Goddamn mind goddamn mind?
Have you lost your goddamned mind and where the hell'd it go?"
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
62
|
Posted - 2014.11.08 10:12:00 -
[106] - Quote
I like how the BAR and ARR stats are closer together. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4681
|
Posted - 2014.11.08 11:22:00 -
[107] - Quote
Rattati while I believe that heat control plays a part in balancing the HMG it is not the whole story. It will only drop the numbers when you hit the heat threshold where there is no functional difference between the burst and standard HMGs.
It provides too much of an advantage in close-in fighting to regulate down to appreciable without knocking it to a short burst operating weapon. I can tell you that it will not fall off in popularity until it's usefulness is measured in single digit seconds which will obviates it's purpose of sustained fire point defense.
Further because of the sentinels focus on CQC to the exclusion of all else touching mobility does more damage than good and will break the class as we saw in chrome with HMGS that operated only at close ranges without the abikity to track strafing enemies.
But the CQC arena also obviates the drawbacks of the heavy frame due to the fact that almost all of the primary objectives have zero visibility outside the HMG optimal. This creates a no-win situation for most light weapons except scout run weapons because the scout can cause HMG hit detection to fail, but more likely the sentinel won't see them. the scout sentinel interaction isn't a problem.
The things that are required to make scouts efficient vs. HMG heavies lead to scouts also having unnerving efficacy versus assaults who should be the scissors to scout paper.
But let's go down the list.
Hitbox: you can't miss a sentinel, this is established but in CQC you cannot maneuver well enoughor get enough range to capitalize on this. CQC negates the hitbox disadvantage.
Speed: CQC obviates the need for speed and maneuverability by forcing fast moving opponents to move with caution through established and predictable chokepoints to engage which allows sentinels to negate their maneuverability problems.
Range: An LAV can be exploited to get a heavy into optimal. Because of the hull buffs to LAVS AV grenades are no longer an effective deterrent as any LAV without any modules requires two shots with any prototype AV to kill. CQC forces assault dropsuits to engage inside HMG optimal leading to a need for the use of OHK alpha to evict sentinels entrenched. This tactic is unreliable and easily countered.
Scouts: because scouts have to be able to kill heavies in CQC they are less vulnerable to attack by assaults.
Sensor blindness: Sentinels are sensor blind but can entrench in positions where their backs are to a wall and all approaches are covered within optimal.
Mobility: turn speed penalty was removed from the dropsuit because you cannot have a designated CQC platform that can be torched like a turtle on it's back.
Vulnerability to focused fire: CQC allows chokepoints that force other players to engage face to face one at a time.
The problem is not the sentinel, the problem is the assigned venue combined with a sustained fire weapon. CQC negates heavy disadvantages. Period.
The only place where sentinels are vulnerable is open terrain.
Rattati your work with the burst is beautiful. That iteration of the HMG is what a CQC heavy weapon should be. It has sufficient drawbacks to not dominate because it is not a sustained engagement weapon.
However, the other two HMG iterations create more problems in CQC than any other weapon. The only way to bring them in line without basically making them burst HMG copypasta with a few tweaks is to remove them from CQC and make them open ground, area denial weapons.
I suggest placing a turn speed penalty on the standard and assault variants to discourage their use in CQC and buffing their range so they remain powerful squad support weapons but with an exploitable weakness commiserate to the burst.
Assaults should not be helpless against sentinels in close and sentinels are not nearly exposed enough to weapons that can torch them while entrenched.
I admire your willingness to review the issue and I'll be damned if I don't agree that Sentinels are too dominant. But the approach you are taking will require making the burst a better choice in all situations to accomplish the same mission.
Please consider changing the gun's role to change the dynamic of the dropsuit.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
|
Posted - 2014.11.08 17:41:00 -
[108] - Quote
Rattati - ARR kick. Is it going to pre-nerf levels?
Proof that Rattati/CCP do listen to the playerbase.
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
65
|
Posted - 2014.11.08 18:35:00 -
[109] - Quote
Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
|
Posted - 2014.11.08 18:45:00 -
[110] - Quote
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)
Proof that Rattati/CCP do listen to the playerbase.
|
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3324
|
Posted - 2014.11.08 18:55:00 -
[111] - 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.
supercalifragilisticexpialidocious
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
|
Posted - 2014.11.08 19:45:00 -
[112] - Quote
BL4CKST4R wrote: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. I'm for a range reduction as well to about 55-60m.
Proof that Rattati/CCP do listen to the playerbase.
|
XxGhazbaranxX
Endless Hatred
1829
|
Posted - 2014.11.08 22:18:00 -
[113] - Quote
Breakin Stuff wrote:Rattati while I believe that heat control plays a part in balancing the HMG it is not the whole story. It will only drop the numbers when you hit the heat threshold where there is no functional difference between the burst and standard HMGs.
It provides too much of an advantage in close-in fighting to regulate down to appreciable without knocking it to a short burst operating weapon. I can tell you that it will not fall off in popularity until its usefulness is measured in single digit seconds which will obviates it's purpose of sustained fire point defense.
Further because of the sentinels focus on CQC to the exclusion of all else touching mobility does more damage than good and will break the class as we saw in chrome with HMGS that operated only at close ranges without the ability to track strafing enemies.
But the CQC arena also obviates the drawbacks of the heavy frame due to the fact that almost all of the primary objectives have zero visibility outside the HMG optimal. This creates a no-win situation for most light weapons except scout run weapons because the scout can cause HMG hit detection to fail, but more likely the sentinel won't see them. the scout sentinel interaction isn't a problem.
The things that are required to make scouts efficient vs. HMG heavies lead to scouts also having unnerving efficacy versus assaults who should be the scissors to scout paper.
But let's go down the list.
Hitbox: you can't miss a sentinel, this is established but in CQC you cannot maneuver well enough, or get enough range to capitalize on this. CQC negates the hitbox disadvantage.
Speed: CQC obviates the need for speed and maneuverability by forcing fast moving opponents to move with caution through established and predictable chokepoints to engage which allows sentinels to negate their maneuverability problems.
Range: An LAV can be exploited to get a heavy into optimal. Because of the hull buffs to LAVS AV grenades are no longer an effective deterrent as any LAV without any modules requires two shots with any prototype AV to kill. CQC forces assault dropsuits to engage inside HMG optimal leading to a need for the use of OHK alpha to evict sentinels entrenched. This tactic is unreliable and easily countered.
Scouts: because scouts have to be able to kill heavies in CQC they are less vulnerable to attack by assaults.
Sensor blindness: Sentinels are sensor blind but can entrench in positions where their backs are to a wall and all approaches are covered within optimal.
Mobility: turn speed penalty was removed from the dropsuit because you cannot have a designated CQC platform that can be torched like a turtle on it's back.
Vulnerability to focused fire: CQC allows chokepoints that force other players to engage face to face one at a time.
The problem is not the sentinel, the problem is the assigned venue combined with a sustained fire weapon. CQC negates heavy disadvantages. Period.
The only place where sentinels are vulnerable is open terrain.
Rattati your work with the burst is beautiful. That iteration of the HMG is what a CQC heavy weapon should be. It has sufficient drawbacks to not dominate because it is not a sustained engagement weapon.
However, the other two HMG iterations create more problems in CQC than any other weapon. The only way to bring them in line without basically making them burst HMG copypasta with a few tweaks is to remove them from CQC and make them open ground, area denial weapons.
I suggest placing a turn speed penalty on the standard and assault variants to discourage their use in CQC and buffing their range so they remain powerful squad support weapons but with an exploitable weakness commiserate to the burst.
Assaults should not be helpless against sentinels in close and sentinels are not nearly exposed enough to weapons that can torch them while entrenched.
I admire your willingness to review the issue and I'll be damned if I don't agree that Sentinels are too dominant. But the approach you are taking will require making the burst a better choice in all situations to accomplish the same mission.
Please consider changing the gun's role to change the dynamic of the dropsuit.
I think you might be underestimating overheat. Militia hmgs arent that popular because of the excessive overheat.
Plasma Cannon Advocate
Dust 514 Survivor
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4706
|
Posted - 2014.11.08 22:22:00 -
[114] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3325
|
Posted - 2014.11.08 22:56:00 -
[115] - 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
supercalifragilisticexpialidocious
|
Xocoyol Zaraoul
Superior Genetics
2703
|
Posted - 2014.11.09 03:10:00 -
[116] - 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
WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ASSAULT RAIL RIFLE GOING FROM 42 TO 58 TO 348 ROUNDS PER CLIP! YEAAAAAAAAAAAAH BABY! <3
But in all seriousness, you mean't ammo capacity, right?
Gotta poke fun at you <3
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
|
Cass Caul
1488
|
Posted - 2014.11.09 06:27:00 -
[117] - 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. 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 secondsnerfThanks!
I don't understand. Please explain why a weapon that is only viable in close quarters should be nerfed to be less effective in its specialized role against well-rounded medium range weapons?
Outside the use of an LAV, a Sentinel can't just run around anywhere on the map and use that weapon- Oh, right. Those LAVs. Good thing you're ignoring that problem and nerfing the weapon. Totally focusing on the right problem.
Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are uneccisary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
CRU passive scans, is 15m from the center of it, or from the outermost part? That's a pretty significant difference. If from the center I reccomend 25m, my point of view on this is form someone that farms kills takes advantage of CRUs to clone out the enemy team faster
On Hiatus.
This is my smartphone alt
|
Cass Caul
1491
|
Posted - 2014.11.09 07:35:00 -
[118] - Quote
And for the love of the game, listen to player feedbackon the "EWAR Shakeup." Do not follow in the footsteps of your predicessors such as Remnant and Wolfman who let their position go to their heads and knew, despite loads of player-feedback, that their ideas were better because they were their ideas. A lot, and I mean a good majority, of the EWAR shakeup is just bad ideas.
Just because they are yours does not make them good ones. Please, please, please keep that in mind. . . then again you already decided your ideas were good because they were yours based on sniper rifle nerfs. Try and show us you aren't doing the same thing again.
On Hiatus.
This is my smartphone alt
|
Vitantur Nothus
Nos Nothi
105
|
Posted - 2014.11.09 07:41:00 -
[119] - Quote
Quote: Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are unnecessary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
Agreed. Much better off spamming one of the 28dB scanners. Of the proto scanners, I'd imagine the Creodron Flux is your best seller and Focused or Proximity is your worst. As far as pubs go, at least. |
Cass Caul
1491
|
Posted - 2014.11.09 08:00:00 -
[120] - Quote
Vitantur Nothus wrote:Quote: Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are unnecessary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
Agreed. Much better off spamming one of the 28dB scanners. Of the proto scanners, I'd imagine the Creodron Flux is your best seller and Focused or Proximity is your worst. As far as pubs go, at least.
I like the Proxi Scanner. Could use an angle buff though.
On Hiatus.
This is my smartphone alt
|
|
Bright Cloud
Namtar Elite Gallente Federation
521
|
Posted - 2014.11.09 14:54:00 -
[121] - Quote
Erm well i think you are trying way too hard to please every 1 at the same time. The game literally gets flipped upside down after every 2 weeks. This is not how to appeal players at all more like how to screw every 1 over. Ah well back to COD: advanced warfare.
Bright is the opposite of dark! Who would have thought of that?!
|
Cass Caul
1495
|
Posted - 2014.11.09 18:08:00 -
[122] - Quote
Bright Cloud wrote:Erm well i think you are trying way too hard to please every 1 at the same time. The game literally gets flipped upside down after every 2 weeks. This is not how to appeal players at all more like how to screw every 1 over. Ah well back to COD: advanced warfare.
Game Balance: when everyone is equally unhappy with the state of the game
On Hiatus.
This is my smartphone alt
|
XxGhazbaranxX
Endless Hatred
1829
|
Posted - 2014.11.09 19:54:00 -
[123] - Quote
Cass Caul wrote:Vitantur Nothus wrote:Quote: Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are unnecessary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
Agreed. Much better off spamming one of the 28dB scanners. Of the proto scanners, I'd imagine the Creodron Flux is your best seller and Focused or Proximity is your worst. As far as pubs go, at least. I like the Proxi Scanner. Could use an angle buff though.
I agree. With such a short range ( rails, scr and lr can mess you up way before you scan them) i think it can get away with 60 or even 90 degree scan
Plasma Cannon Advocate
Dust 514 Survivor
|
zzZaXxx
Vengeance Unbound
645
|
Posted - 2014.11.09 20:58:00 -
[124] - Quote
Alena Ventrallis wrote:BL4CKST4R wrote: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. I'm for a range reduction as well to about 55-60m. Effective range? Should be no less than 85, with charge at 0.03 and recoil at 0.5. Keep the old handling and reduce range. Along with the increased ammo that should balance the ARR.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2124
|
Posted - 2014.11.09 21:14:00 -
[125] - Quote
zzZaXxx wrote:Effective range? Should be no less than 85, with charge at 0.03 and recoil at 0.5. Keep the old handling and reduce range. Along with the increased ammo that should balance the ARR.
I speak of optimal range. 55-60m optimal. It should be the longest range of the assault variants, and the lowest DPS of the assault variants.
YEs on the old handling pre-nerf. Yes, yes, YES.
Proof that Rattati/CCP do listen to the playerbase.
|
DarthPlagueis TheWise
339
|
Posted - 2014.11.09 22:28:00 -
[126] - Quote
Rattati, I just want to say you are dead wrong about the MLT HMG.
I literally would have bought it, but the overheat is ridiculous. No other gun has that much of a deficit from MLT to STD.
The goddamn gun can't even kill a Minmatar suit with proficiency 5. I tried it for literally ONE match and decided not to buy the BPO.
Bolas deploys tank in strategic location
|
Apothecary Za'ki
Biomass Positive
1758
|
Posted - 2014.11.09 22:30:00 -
[127] - 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. 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! even if you say hmg sentinel is too dominent the market data clearly shows they are not as scout suits out number them by like 40k suits baught per day average.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
Apothecary Za'ki
Biomass Positive
1758
|
Posted - 2014.11.09 22:35:00 -
[128] - Quote
CCP Rattati wrote:
Focused Active Scanner: Only squad sharenerf Base range100m75mnerf Base visibility from 5 to 35 seconds3 secondsnerf
Thanks!
squad only seems fine however range nerf is not needed and visability nerf means they will be useless and the user will not get any points for intell kills cause the " tagging" will have vanished by the time the hostile has been found and killed.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
Apothecary Za'ki
Biomass Positive
1758
|
Posted - 2014.11.09 22:36:00 -
[129] - Quote
DarthPlagueis TheWise wrote:Rattati, I just want to say you are dead wrong about the MLT HMG.
I literally would have bought it, but the overheat is ridiculous. No other gun has that much of a deficit from MLT to STD.
The goddamn gun can't even kill a Minmatar suit with proficiency 5. I tried it for literally ONE match and decided not to buy the BPO. i agree.. MLT hmg is just aweful (alt) and more so with no points in HMG( main)
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
DarthPlagueis TheWise
339
|
Posted - 2014.11.09 22:43:00 -
[130] - Quote
i honestly think the MLT HMG should only be 21 heat buildup because that follows suit with the other profiles (20 STD, 19 ADV, 18 PRO)
Were you not the one, Rattati, to say standardization across all tiers was important?\
If you're worrying about it becoming OP... trust me, not without a single point into HMGs. And it won't be any worse than the STD.
Bolas deploys tank in strategic location
|
|
|
CCP Rattati
C C P C C P Alliance
11006
|
Posted - 2014.11.10 07:41:00 -
[131] - Quote
OP updated, less HMG nerf, less scanner nerf, added regen numbers
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Aeon Amadi
Fatal Absolution General Tso's Alliance
7135
|
Posted - 2014.11.10 08:02:00 -
[132] - Quote
CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers
Long-Term Roadmap
Question -EVERYTHING-
|
CLONE ALPHA 001
T.H.I.R.D R.O.C.K
54
|
Posted - 2014.11.10 08:03:00 -
[133] - Quote
please fix ARR the RR kick was applied to the ARR |
BL4CKST4R
La Muerte Eterna Dark Taboo
3330
|
Posted - 2014.11.10 08:11:00 -
[134] - Quote
CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers
aRR range reduction please also :)
supercalifragilisticexpialidocious
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4773
|
Posted - 2014.11.10 08:12:00 -
[135] - Quote
Ok I'm not sure I am reading the HMG numbers correctly since I missed your setup the first critique.
You are bringing the HMG at standard level up from 16 to 18 or 19? Your writeup is unclear.
And yes I want sentinels less dominant.
I appreciate you listened about the MLT HMG. That thing is currently not particularly useful at all.
I like the new officer HMG even if I seem to suck with it. Could that firing model be adapted for use as the assault HMG methodology? Or something. I just like it. It appeals.
It doesn't seem to outperform a boundless or Gastun's.
I'm still mulling over the damn thing. Take my commentary on it with a grain of salt for now. I just think it is very Interesting.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
CLONE ALPHA 001
T.H.I.R.D R.O.C.K
54
|
Posted - 2014.11.10 08:26:00 -
[136] - Quote
BL4CKST4R wrote:CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers aRR range reduction please also :) why? |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2133
|
Posted - 2014.11.10 08:35:00 -
[137] - Quote
Is there a reason you won't comment on ARR kick?
Proof that Rattati/CCP do listen to the playerbase.
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3330
|
Posted - 2014.11.10 08:35:00 -
[138] - 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.
supercalifragilisticexpialidocious
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2133
|
Posted - 2014.11.10 08:52:00 -
[139] - Quote
BL4CKST4R wrote: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. I agree. 55-60m optimal range. It should outrange all assault variants, while having the lowest DPS out of same.
Proof that Rattati/CCP do listen to the playerbase.
|
Kaughst
Nyain San General Tso's Alliance
780
|
Posted - 2014.11.10 09:29:00 -
[140] - Quote
CCP Rattati wrote:OP updated, less HMG nerf, less scanner nerf, added regen numbers
Hooray, Gallente get buffed. A small but necessary fix to help differentiate the suits.
Don't think about that, think about all the money.
|
|
jace silencerww
Krullefor Organization Minmatar Republic
82
|
Posted - 2014.11.10 11:50:00 -
[141] - Quote
Because you completely missed the reason why dampeners are being fitted >.> [/quote] 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.[/quote]
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. [/quote] More to the point, WHY would an assault want to be stealthy? His role is not to sneak, it is to slay. Anything that does not aid in this should go to another suit.
If assaults really need another buff, why not make it to racial tank?
Caldari: 5% base shield per Amarr: 5% base armor per Gallente: 0.5 armor rep per Minmatar: 5% shield recharge per[/quote] ^^^ post limit lol
ok first BL4CKST4R again you are no playing to the pros of the gal assault suit. if you take any 2 suits that are in the same roles like assault, commando, logis, etc.. then try to change the style of the suits, like damping assaults some suits will fit this role better. so sorry if the gal assault can not change to that role as well as others. the amarr assault is in the same boat if you want to look close however the Minnie would fair better than the gall & amarr. so I repeat my point PLAY to the suits best traits. besides just squad up with others and have one be a gal logi with 2-4 active scanners then you can see just about everyone at a lot of the time.
ok now what Alena Ventrallis said. that is a good but very bad idea. at one time CCP did give cald assaults the suit bonus like that and players jumped off other assaults to caldari so CCP changed it. they want an overall balance and not too much of one suit vs the others. |
Ryme Intrinseca
Eurotrash Pubstars
1974
|
Posted - 2014.11.10 12:28:00 -
[142] - Quote
Alena Ventrallis wrote:BL4CKST4R wrote: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. I agree. 55-60m optimal range. It should outrange all assault variants, while having the lowest DPS out of same. 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. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3331
|
Posted - 2014.11.10 12:49:00 -
[143] - 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.
supercalifragilisticexpialidocious
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3331
|
Posted - 2014.11.10 13:07:00 -
[144] - 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.
supercalifragilisticexpialidocious
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4798
|
Posted - 2014.11.10 15:29:00 -
[145] - Quote
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.
This assertion is odd given the meta of HP>all.
You mean being detected might affect survivability?
But what happens if a gallente fits a proto damp or two to compensate while running reps?
What happens if you bother with precision mods to compensate for the more stealthy nature of shields?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Mobius Wyvern
Onslaught Inc RISE of LEGION
5406
|
Posted - 2014.11.10 15:51:00 -
[146] - Quote
Alena Ventrallis wrote:BL4CKST4R wrote: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. I agree. 55-60m optimal range. It should outrange all assault variants, while having the lowest DPS out of same. THANK YOU people who think reasonably about balance.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3331
|
Posted - 2014.11.10 15:55:00 -
[147] - 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.
supercalifragilisticexpialidocious
|
Cat Merc
Onslaught Inc RISE of LEGION
13161
|
Posted - 2014.11.10 15:56:00 -
[148] - Quote
I don't see the reason to undo the nerf to the HMG.
We're talking about a weapon that can kill a suit in a fraction of a second, it can wipe a squad in 5 seconds. That nerf would reduce HMG time to overheat from 6.17 to 5.55, ooohh!! Scary!
Increasing it to 5.84 won't make a dent in the HMG population if that's what you're looking for.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4798
|
Posted - 2014.11.10 16:23:00 -
[149] - Quote
Cat Merc wrote:I don't see the reason to undo the nerf to the HMG.
We're talking about a weapon that can kill a suit in a fraction of a second, it can wipe a squad in 5 seconds. That nerf would reduce HMG time to overheat from 6.17 to 5.55, ooohh!! Scary!
Increasing it to 5.84 won't make a dent in the HMG population if that's what you're looking for. Not undone. Lessened.
However, except for the militia version, which sucks, unless we change the operating range of the HMG keeping it as a sustained engagement weapon will keep the spam strong. Until a better solution is found I would go with your previous numbers from STD to officer, Rattati.
I like the buff to the militia, I'm dubious about lessening the planned penalty to tge regular ones.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Mortishai Belmont
G.L.O.R.Y
240
|
Posted - 2014.11.10 17:10:00 -
[150] - Quote
NERF SHOTGUNS AND REMOTES
That is all.
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
|
|
XxGhazbaranxX
Endless Hatred
1831
|
Posted - 2014.11.10 18:27:00 -
[151] - Quote
Breakin Stuff wrote:Cat Merc wrote:I don't see the reason to undo the nerf to the HMG.
We're talking about a weapon that can kill a suit in a fraction of a second, it can wipe a squad in 5 seconds. That nerf would reduce HMG time to overheat from 6.17 to 5.55, ooohh!! Scary!
Increasing it to 5.84 won't make a dent in the HMG population if that's what you're looking for. Not undone. Lessened. However, except for the militia version, which sucks, unless we change the operating range of the HMG keeping it as a sustained engagement weapon will keep the spam strong. Until a better solution is found I would go with your previous numbers from STD to officer, Rattati. I like the buff to the militia, I'm dubious about lessening the planned penalty to tge regular ones. Another thing that could be done is normalizing the heat across all HMGs and making the buildup the same as standard at all levels. So long as there is a heat advantage to the MH-82 and Boundless people will compensate for the change by upgrading by one tier so they can be unaffected. And I RARELY ever overheat the standard as we have now. You want to make HMGs less attractive to FOTM avengers. Make the only advantage at each tier a DPS increase, nothing more.
TBH i like my militia HMG, i even have the bpo. Managing my heat gives the weapon another level of mastery. If CCP normalizes the heat build up, i think it should be based on the militia HMG which provides the most challenge for heat management.
True heavies wont mind since they are used to a lot of heat from back when the amar heavy gave a heat reduction bonus. People got used to it then , they will get used to it now
Plasma Cannon Advocate
[SUPPORT BREACH SHTGUN CHANGES][2]
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4806
|
Posted - 2014.11.10 18:33:00 -
[152] - Quote
XxGhazbaranxX wrote:Breakin Stuff wrote:Cat Merc wrote:I don't see the reason to undo the nerf to the HMG.
We're talking about a weapon that can kill a suit in a fraction of a second, it can wipe a squad in 5 seconds. That nerf would reduce HMG time to overheat from 6.17 to 5.55, ooohh!! Scary!
Increasing it to 5.84 won't make a dent in the HMG population if that's what you're looking for. Not undone. Lessened. However, except for the militia version, which sucks, unless we change the operating range of the HMG keeping it as a sustained engagement weapon will keep the spam strong. Until a better solution is found I would go with your previous numbers from STD to officer, Rattati. I like the buff to the militia, I'm dubious about lessening the planned penalty to tge regular ones. Another thing that could be done is normalizing the heat across all HMGs and making the buildup the same as standard at all levels. So long as there is a heat advantage to the MH-82 and Boundless people will compensate for the change by upgrading by one tier so they can be unaffected. And I RARELY ever overheat the standard as we have now. You want to make HMGs less attractive to FOTM avengers. Make the only advantage at each tier a DPS increase, nothing more. TBH i like my militia HMG, i even have the bpo. Managing my heat gives the weapon another level of mastery. If CCP normalizes the heat build up, i think it should be based on the militia HMG which provides the most challenge for heat management. True heavies wont mind since they are used to a lot of heat from back when the amar heavy gave a heat reduction bonus. People got used to it then , they will get used to it now that wasn't heat reduction. that was overheat damage reduction.
Only useful if you were running LR or scrambler.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2139
|
Posted - 2014.11.10 18:47:00 -
[153] - 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.
ARR should have shorter range. It needs better do.I nation in CQC by lowering the kick. This has been asked for a bunch of times with no comment from Rattati, but we need to lower hipfire kick in addition to range.
Proof that Rattati/CCP do listen to the playerbase.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4833
|
Posted - 2014.11.10 22:31:00 -
[154] - Quote
what the hell.
The more I think about it, the more I think it will work.
Rattati please make all variants of the HMG gain heat at the same rate as the STD variant. that way when you adjust the heat for one you don't need to worry about whether it will affect the upper tiers as well.
It will also pretty much put the strong trigger control sentinels in the driver's seat and relegate the lazy buggers to dying under the guns of buttmad and vengeful assaults.
Please, go nuts.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
CCP Rattati
C C P
11066
|
Posted - 2014.11.10 23:28:00 -
[155] - Quote
Breakin Stuff wrote:what the hell.
The more I think about it, the more I think it will work.
Rattati please make all variants of the HMG gain heat at the same rate as the STD variant. that way when you adjust the heat for one you don't need to worry about whether it will affect the upper tiers as well.
It will also pretty much put the strong trigger control sentinels in the driver's seat and relegate the lazy buggers to dying under the guns of buttmad and vengeful assaults.
Please, go nuts.
I thought we were supposed to use scalpels and not hammers?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
XxGhazbaranxX
Endless Hatred
1831
|
Posted - 2014.11.10 23:29:00 -
[156] - Quote
Breakin Stuff wrote:XxGhazbaranxX wrote:Breakin Stuff wrote:Cat Merc wrote:I don't see the reason to undo the nerf to the HMG.
We're talking about a weapon that can kill a suit in a fraction of a second, it can wipe a squad in 5 seconds. That nerf would reduce HMG time to overheat from 6.17 to 5.55, ooohh!! Scary!
Increasing it to 5.84 won't make a dent in the HMG population if that's what you're looking for. Not undone. Lessened. However, except for the militia version, which sucks, unless we change the operating range of the HMG keeping it as a sustained engagement weapon will keep the spam strong. Until a better solution is found I would go with your previous numbers from STD to officer, Rattati. I like the buff to the militia, I'm dubious about lessening the planned penalty to tge regular ones. Another thing that could be done is normalizing the heat across all HMGs and making the buildup the same as standard at all levels. So long as there is a heat advantage to the MH-82 and Boundless people will compensate for the change by upgrading by one tier so they can be unaffected. And I RARELY ever overheat the standard as we have now. You want to make HMGs less attractive to FOTM avengers. Make the only advantage at each tier a DPS increase, nothing more. TBH i like my militia HMG, i even have the bpo. Managing my heat gives the weapon another level of mastery. If CCP normalizes the heat build up, i think it should be based on the militia HMG which provides the most challenge for heat management. True heavies wont mind since they are used to a lot of heat from back when the amar heavy gave a heat reduction bonus. People got used to it then , they will get used to it now that wasn't heat reduction. that was overheat damage reduction. Only useful if you were running LR or scrambler. and there is such a thing as "too much." If you use the militia overheat you're better off using the burst in all cases... On second thought... DO IT that'll kill the spam fast.
The heavy amar suit went through many bonus iterations. You are correct that it was overheat damage but i vaguely remember overheat being one of the bonuses, i could be wrong though.
Plasma Cannon Advocate
[SUPPORT BREACH SHTGUN CHANGES][2]
|
|
CCP Rattati
C C P
11066
|
Posted - 2014.11.10 23:29:00 -
[157] - Quote
Alena Ventrallis wrote: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.
ARR should have shorter range. It needs better do.I nation in CQC by lowering the kick. This has been asked for a bunch of times with no comment from Rattati, but we need to lower hipfire kick in addition to range.
All in good time, we are trying to squeeze in way more changes, way more rapidly than before, and sometimes we draw the line (or revert old hotfixes )
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
XxGhazbaranxX
Endless Hatred
1831
|
Posted - 2014.11.10 23:30:00 -
[158] - Quote
CCP Rattati wrote:Breakin Stuff wrote:what the hell.
The more I think about it, the more I think it will work.
Rattati please make all variants of the HMG gain heat at the same rate as the STD variant. that way when you adjust the heat for one you don't need to worry about whether it will affect the upper tiers as well.
It will also pretty much put the strong trigger control sentinels in the driver's seat and relegate the lazy buggers to dying under the guns of buttmad and vengeful assaults.
Please, go nuts. I thought we were supposed to use scalpels and not hammers?
That is by far not a hammer. Overheat is not a problem for a real heavy. I suggest militia overheat but std sounds fair. This does not gimp its range, damage or any other stat that cannot be compensated with skill. Skillfull heavies wont mind
Plasma Cannon Advocate
[SUPPORT BREACH SHTGUN CHANGES][2]
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
|
Posted - 2014.11.11 00:50:00 -
[159] - Quote
CCP Rattati wrote:Alena Ventrallis wrote: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.
ARR should have shorter range. It needs better do.I nation in CQC by lowering the kick. This has been asked for a bunch of times with no comment from Rattati, but we need to lower hipfire kick in addition to range. All in good time, we are trying to squeeze in way more changes, way more rapidly than before, and sometimes we draw the line (or revert old hotfixes ) But the goal is to lower its hipfire kick in order to help it in CQC? This is what I have been campaigning for on the forums. I just wanted clarification on your intent, and to ask if the intent was to bring I to pre-nerf levels.
Proof that Rattati/CCP do listen to the playerbase.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4856
|
Posted - 2014.11.11 05:17:00 -
[160] - Quote
CCP Rattati wrote:Breakin Stuff wrote:what the hell.
The more I think about it, the more I think it will work.
Rattati please make all variants of the HMG gain heat at the same rate as the STD variant. that way when you adjust the heat for one you don't need to worry about whether it will affect the upper tiers as well.
It will also pretty much put the strong trigger control sentinels in the driver's seat and relegate the lazy buggers to dying under the guns of buttmad and vengeful assaults.
Please, go nuts. I thought we were supposed to use scalpels and not hammers?
Is it a scalpel or a hammer?
Is only the MH-82 overperforming? The Boundless?
I'm willing to bet real money that the Standard is the closest HMG to not overperforming. But making them all eat up at the same rate wiill tick off the tourists while leaving solid heavy players mostly unaffected.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
Victor Moody Stahl
Amarr Templars Amarr Empire
103
|
Posted - 2014.11.11 06:14:00 -
[161] - Quote
As a part time heavy, I approve of normalized heat buildup on HMGs.
Side note: can the Burst HMG get a 450 round mag, instead of 425? It just bugs me that it holds 9 bursts and change instead of ten full bursts. Just to be clear, don't touch the heat buildup, just the capacity.
Buff Logis | Nerf Scouts
|
Ryme Intrinseca
Eurotrash Pubstars
1974
|
Posted - 2014.11.11 07:38:00 -
[162] - Quote
Could you stop doing so many rebalances? For instance, rifle balance has been in a good place for several months EXCEPT for the fact that you keep messing about with them. The game is less enjoyable when weapons handle in unfamiliar ways due to all the stealth rebalances. If it aint broke... |
FabryX10
Fatal Absolution General Tso's Alliance
141
|
Posted - 2014.11.11 08:03:00 -
[163] - 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. Fit damage mods on a Caldari assault is a much larger sacrifice than fit damage mods on a Gallente assault...
@CCP Rattati: How to fix Assault's shields
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
|
Posted - 2014.11.11 08:05:00 -
[164] - Quote
FabryX10 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. Fit damage mods on a Caldari assault is a much larger sacrifice than fit damage mods on a Gallente assault... Cat merc does have a point. And to expand his point: Assault aren't supposed to dampen. That isn't their job. their job is to ASSAULT. definition: to make a physical attack on. Everything about them should be dedicated to closing with and destroying the enemy. Dampening and stealth should be the realm of the scout.
Proof that Rattati/CCP do listen to the playerbase.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4858
|
Posted - 2014.11.11 08:50:00 -
[165] - Quote
The caldari assault compensates by having a harder hitting weapon. This is shown by the sheer number of Galassault using the RR.
And just because it is not an assaults JOB to be a sneak, that doesn't automatically mean it should be nonviable.
The problem with refuting a change based on the metric of "not your/my job" is that it limits choices and natively leads to one-true-build.
One-true-build should be killed with fire because that leads to homogeneous fits. We're well familiar with the issue given the number of FOTM fits that all match in lockstep.
Opening variety is an excellent choice because if EWAR, for example, opens to assaults then the caldari and minmatar will natively benefit more from stealth and gallente and amarr will benefit more from detection.
Giving players more options to play with is ALWAYS better than encouraging power creep, which always comes when nothing is a viable build but "your job."
We have a sharp power curve based on dropsuit tiers, but very little lateral utility.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
IAmDuncanIdaho II
R 0 N 1 N
976
|
Posted - 2014.11.11 08:57:00 -
[166] - Quote
CCP Rattati wrote:All in good time, we are trying to squeeze in way more changes, way more rapidly than before, and sometimes we draw the line (or revert old hotfixes )
Yeah oops. Just slow down a tiny little bit. There's no hurry. Even if Legion was green-lit today, there's months of closed beta, then months (give or take) of open beta. Plenty more time to milk the AUR cow.
Unless of course Legion is more advanced than anybody thinks, was green-lit under secrecy a day after FF 2014, and is going to only need a month of open beta before a launch. Let's face it, CCP aren't big on marketing so that's like - a day :-o
[/cynicmode]
:-p
Alena Ventrallis wrote: Cat merc does have a point. And to expand his point: Assault aren't supposed to dampen. That isn't their job. their job is to ASSAULT. definition: to make a physical attack on. Everything about them should be dedicated to closing with and destroying the enemy. Dampening and stealth should be the realm of the scout.
Tenchu 514
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
|
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1009
|
Posted - 2014.11.11 12:11:00 -
[167] - Quote
CCP Rattati wrote: Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5Thanks!
i'm sorry hotfix not applied today? Still have 3 native armor rep on my logi. Explain pls.
Please support fair play!
|
Kain Spero
Goonfeet
3771
|
Posted - 2014.11.11 13:35:00 -
[168] - Quote
So did this go live today?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
78
|
Posted - 2014.11.11 13:38:00 -
[169] - Quote
FabryX10 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. Fit damage mods on a Caldari assault is a much larger sacrifice than fit damage mods on a Gallente assault... And shield regulators are as essential to a cal as armour reps to a gal. |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1009
|
Posted - 2014.11.11 21:33:00 -
[170] - Quote
Simple question - when?
Please support fair play!
|
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
643
|
Posted - 2014.11.12 01:33:00 -
[171] - Quote
I thought this was being deployed today. What happened? |
Espeon Bons
Bloodline Rebellion Capital Punishment.
299
|
Posted - 2014.11.12 06:56:00 -
[172] - Quote
I guess next tuesday means next next tuesday
Redemption comes from changing who you are on the inside.
Stain yourself with evil to defeat a greater evil.
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
643
|
Posted - 2014.11.12 08:18:00 -
[173] - Quote
Espeon Bons wrote:I guess next tuesday means next next tuesday
I had not paid attention to the date on the title. So next week then |
Nothing Certain
Bioshock Rejects
1280
|
Posted - 2014.11.13 01:23:00 -
[174] - 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.
Nooooooo!
Because, that's why.
|
Ydubbs81 RND
Ahrendee Mercenaries
3431
|
Posted - 2014.11.13 06:05:00 -
[175] - Quote
Remove the decloak animation......what is the point in buffing the animation?
> Check RND out here
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4931
|
Posted - 2014.11.13 10:15:00 -
[176] - Quote
CCP Rattati wrote:
Militia HMG23.525.0buff; new 22.8 Standard HMG1820.0nerf; new 19 Advanced HMG17.119.0nerf; 18.1 Prototype HMG16.218.0nerf; 17.1 Officer HMG15.317.0nerf; 16.2
If this fails to flush some of the problem my recommendation is to set all variants to either 18 or 19 as a universal heat generation rate.
Excep the MLT, which I believe should always remain a flat 2 points higher.
Officer should be two points lower.
The mainline of regular HMG's are hard to see a balance point because they all have different DPS rates and they all sustain at different rates with the boundless being not only highest DPS but the longest fire time before overheat.
Some normalizing might help get the HMG spam under control.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
CCP Rattati
C C P C C P Alliance
11260
|
Posted - 2014.11.13 11:44:00 -
[177] - Quote
I believe this has been deployed today, sorry, we ran into last minute issues on both tuesday and wednesday. Enjoy.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4934
|
Posted - 2014.11.13 12:40:00 -
[178] - Quote
CCP Rattati wrote:I believe this has been deployed today, sorry, we ran into last minute issues on both tuesday and wednesday. Enjoy. Thanks for the heads up.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Kwartoo
Prima Gallicus
10
|
Posted - 2014.11.13 13:07:00 -
[179] - Quote
we are waiting again for the Side arm event SP's ..... maybe can we get them before EVE LEGION? |
Kain Spero
Goonfeet
3794
|
Posted - 2014.11.13 13:13:00 -
[180] - Quote
CCP Rattati wrote:I believe this has been deployed today, sorry, we ran into last minute issues on both tuesday and wednesday. Enjoy.
THE CLOAK DELAY WORKS!!!!!!!
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
|
Nothing Certain
Bioshock Rejects
1280
|
Posted - 2014.11.13 13:52:00 -
[181] - Quote
Kwartoo wrote:we are waiting again for the Side arm event SP's ..... maybe can we get them before EVE LEGION?
We were told 20 NOV weeks ago.
Because, that's why.
|
Kain Spero
Goonfeet
3794
|
Posted - 2014.11.13 14:04:00 -
[182] - Quote
I'll post a video later but as it stands right now I can get two shots off with the shotgun now while still cloaked. The put down animation and decloak animation are chained. So I put down, have weapon and decloak. Except I now shoot during the whole decloak.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
bezmel ferrers
Merc-0107
2
|
Posted - 2014.11.13 16:20:00 -
[183] - Quote
i have an idea for a nerf that would fix the last updates biggest problem REMOVE THE PROTO BPOS!!!
i am on the youtubes
Death is but a door,Time is but a window
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4944
|
Posted - 2014.11.13 16:23:00 -
[184] - Quote
bezmel ferrers wrote:i have an idea for a nerf that would fix the last updates biggest problem REMOVE THE PROTO BPOS!!! Oh FFS get out. They fixed the fitting bug.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
zzZaXxx
Vengeance Unbound
657
|
Posted - 2014.11.13 18:05:00 -
[185] - 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. It's already nerfed! 74m effective range. They're doing work in CQC but doing nothing at range. Just because they're effective in their range doesn't mean they're OP. There's a whole lot the BAR can't do. The only thing they could be considered OP at is taking out scouts attacking in CQC. Hell it better be able to do that! And if so then the OPness balances out. Otherwise I can't believe with it's range that it's dominating the game. |
Fox Gaden
Immortal Guides
4856
|
Posted - 2014.11.13 19:45:00 -
[186] - Quote
Leadfoot10 wrote:Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I was fine with the kick we had in the hotfix before, as it only started on the 15th round, but I am not looking forward to the increased chargeup time.
Leadfoot10 wrote:Rattati, 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.
I strongly disagree. The heat buildup nerf makes Sentinel more of a skill class (or at least more than it was), while the changes you suggest would just make Sentinels suck more regardless of player skill.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2157
|
Posted - 2014.11.13 19:46:00 -
[187] - Quote
Is the ARR still having high hipfire kick intentional? I thought you said that it was an accident and was to stay at pre-balance numbers to be the CQC option for Caldari?
Proof that Rattati/CCP do listen to the playerbase.
|
NextDark Knight
Molon Labe. General Tso's Alliance
601
|
Posted - 2014.11.13 20:01:00 -
[188] - Quote
I pulled out the RR today,
Quick question.. is my reload bonus working on the assault suit? It seams to be slower now.
Second, is the RR doing less damage then before?
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
|
PLAYSTTION
GamersForChrist
315
|
Posted - 2014.11.13 21:33:00 -
[189] - Quote
Has this been released yet? can't wait for the new Laser ADS speed.
Gallente Assault-Caldari Logistics
- Open Beta Vet - 31mil sp -
- Join the LFSquad chat -
|
hfderrtgvcd
1153
|
Posted - 2014.11.13 22:00:00 -
[190] - Quote
PLAYSTTION wrote:Has this been released yet? can't wait for the new Laser ADS speed. yes
You can't fight in here! This is the war room.
|
|
Espeon Bons
Bloodline Rebellion Capital Punishment.
302
|
Posted - 2014.11.13 23:11:00 -
[191] - Quote
Espeon Bons wrote:I guess next tuesday means next next tuesday I meant thusday
Redemption comes from changing who you are on the inside.
Stain yourself with evil to defeat a greater evil.
|
NextDark Knight
Molon Labe. General Tso's Alliance
603
|
Posted - 2014.11.14 00:45:00 -
[192] - Quote
Feedback for the RR,
Can we have different spool up times for ADS and Hipfire? I don't mind the longer spool for the current hipfire but for ADS I'd like to see if the old spool up can return.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
|
Taskanoss
Imperial Instinct
6
|
Posted - 2014.11.14 07:00:00 -
[193] - Quote
BL4CKST4R wrote: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.
Props bro
I got your back Bro Beans!
|
Ryme Intrinseca
Dead Man's Game RUST415
1985
|
Posted - 2014.11.14 08:46:00 -
[194] - Quote
The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4540
|
Posted - 2014.11.14 16:03:00 -
[195] - Quote
Ryme Intrinseca wrote:The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs.
Yep. Same thing happened to me last night. Dude jumped into the brightly lit sky, couldn't see him at all. I fired blindly and missed, I was dead as he decloaked. Total BS.
(The godfather of tactical logistics)
|
Vitantur Nothus
Nos Nothi
216
|
Posted - 2014.11.15 04:11:00 -
[196] - Quote
John Demonsbane wrote:Ryme Intrinseca wrote:The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs. Yep. Same thing happened to me last night. Dude jumped into the brightly lit sky, couldn't see him at all. I fired blindly and missed, I was dead as he decloaked. Total BS.
Suggestion: Faster full visibility followed by brief delay until Weapon Ready.
0.0 sec - Decloak 0.1 sec - Decloak animation begins 0.5 sec - Decloak animation completes 1.0 sec - Weapon Ready
This way there can be no question as to whether or not a shooter is fully visible at time of attack.
Note: I have no qualms with the current, protracted decloak/fire delay and do not mind if it remains as is. A Scout can no longer rush into an engagement cloaked without advanced planning, nor can he instantaneously decloak and respond when caught sneaking about. I think this change is for the better. |
Victor Moody Stahl
Amarr Templars Amarr Empire
113
|
Posted - 2014.11.15 06:00:00 -
[197] - Quote
Except for the whole issue that Kain Spero pointed out that clacks right now allow you to fire two shots with the shotgun while still clacked.
So, yeah. That's a problem. A big one. That needs to be fixed. Because it's broken.
Since you'll probably want some proof, you can find it here. It's very clear that you can double-tap people with a shotgun, dumping nearly a thousand damage onto them (and generally instagibbing logis and assaults without any fear of response) with ease.
Buff Logis | Nerf Scouts
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5025
|
Posted - 2014.11.15 09:47:00 -
[198] - Quote
I was the one firing in the video in my glorious pinkie fit.
I fired four shots each time and the second shot went off at the exact moment I decloaked from my view as well as Kain's.
The difference is kain uses an open mic so I heard my first shots feeding back to my ears as I fired the fourth shot.
So lag is still a major issue in matches and allows more instagibs.
I personally suck with scouts but once I hit level 5 cloak/scout I imagine the marginal performance I'm getting now will enjoy a sharp uptick.
Oddly enough though playing scouts and pulling off tge gibs, while funny, is sleep inducing for me. I get bored fast and swap back to my EVERYBODY SHOOT ME pink fatsuits. I enjoy the attention.
I also have been having far more FUN in general running assaults over heavy suits (commandos just suck).
Caldari suits, properly fit, are hilarious even at STD level.
But minmatar assault + mass drivers are just pure comedy.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Ryme Intrinseca
Dead Man's Game RUST415
1994
|
Posted - 2014.11.15 13:18:00 -
[199] - Quote
If you watch the video closely it is clear that THREE shots are made during the decloak animation. The third shot is made just before the end of the decloak animation (if you pause just after the final shot at 0.23 you can clearly see blue decloak effects, meaning the animation is not finished).
So a shotgunner can put out over 1500HP of damage during the decloak animation. To put out even one shot when cloaked is obviously broken, to put out more is absurd beyond belief. This is probably the no. 1 change to make assaults, logis, and commandos more viable to play, as they are the prime targets for invisiganking. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5029
|
Posted - 2014.11.15 14:54:00 -
[200] - Quote
Two shots. I was the gunner in that vid.
Third shot happens fast enough after I was decloaked that there wouldn't have been enough time to react.
One shot as the decloak animation starts. One as I become fully visible. Two more shots in under a second. The shotgun was firing as fast as I can pull the trigger with the fire delay
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
Vitantur Nothus
Nos Nothi
224
|
Posted - 2014.11.15 17:13:00 -
[201] - Quote
Vitantur Nothus wrote: Suggestion: Faster full visibility followed by brief delay until Weapon Ready.
0.0 sec - Decloak 0.1 sec - Decloak animation begins 0.5 sec - Decloak animation completes 1.0 sec - Weapon Ready
This way there can be no question as to whether or not a shooter is fully visible at time of attack.
Or perhaps ...
0.00 sec - Decloak 0.01 sec - Decloak animation begins 0.75 sec - Decloak animation completes 1.50 sec - Weapon Ready |
Ryme Intrinseca
Dead Man's Game RUST415
1999
|
Posted - 2014.11.15 17:46:00 -
[202] - Quote
Breakin Stuff wrote:Two shots. I was the gunner in that vid.
Third shot happens fast enough after I was decloaked that there wouldn't have been enough time to react.
One shot as the decloak animation starts. One as I become fully visible. Two more shots in under a second. The shotgun was firing as fast as I can pull the trigger with the fire delay You can clearly see and hear the third shot a fraction of a second before the decloak animation finishes. The final bits of the animation are blueish circles at your left hip, then right shin. They're quite faint but clearly visible if you pause the instant the third shot goes off.
To be clear: you are visible during the third shot, but the animation has not finished at that point. So I agree that there are two shots during the 'character invisible' phase of the decloak animation, if that's all you mean.
Thanks for helping to put the video together! |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2178
|
Posted - 2014.11.16 23:41:00 -
[203] - Quote
Rattati. ARR hipfire. Intentionally high? Or can we make it back to pre-balance numbers?
I just want to know.If its where you want it, let me know so I don't keep barking up this tree over and over. I'll move on to something else.
Proof that Rattati/CCP do listen to the playerbase.
|
|
CCP Rattati
C C P C C P Alliance
11477
|
Posted - 2014.11.17 08:29:00 -
[204] - Quote
We will collect feedback from this for the next balancing iteration. And yes, ARR is still not where we want it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 :: [one page] |