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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
KA24DERT
TeamPlayers Negative-Feedback
831
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Posted - 2014.11.24 20:11:00 -
[331] - Quote
Jebus McKing wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Make it so that all weapons work like rep-tools. You lock on to an enemy and then the weapon automatically deals damage! That would be perfect! It would fix hitdetection, and strafe issues, and matchmaking at the same time, and it would be as close to EVE as a FPS can get! I think you're on to something.
As it is, someone can start moving unpredictably, thereby confusing their opponent. But there's also chance that the opponent is a tryhard strafe-cheater as well, and now you have TWO people trying to trick each other into missing shots, while also trying to LAND shots.
I think we can all say that using such skill and trickery to win an encounter is utterly unacceptable. It's kinda like in basketball when someone fakes another player out, and then the referee shoots the offending player in the back of the head.
Just pull the trigger and then you start dealing damage no matter your movement or the movement of your opponent. That takes care of a whole host of issues!
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Jadd Hatchen
KILL-EM-QUICK
683
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Posted - 2014.11.24 20:14:00 -
[332] - Quote
Breakin Stuff wrote:Fox Gaden wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope Can the drawback for Extenders be a larger hit box for shields?Movement penalties don't make sense for Shield Extenders, and the big problem with Caldari Scouts is how small their hit box is, so how about when you extend your shields, it makes them bigger, as in easier to hit? No. The drawback cannot be a bigger hitbox
I see your link sir and counter with another:
https://forums.dust514.com/default.aspx?g=posts&m=2473207#post2473207
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Haerr
2009
|
Posted - 2014.11.25 12:20:00 -
[333] - Quote
Jebus McKing wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Make it so that all weapons work like rep-tools. You lock on to an enemy and then the weapon automatically deals damage! That would be perfect! It would fix hitdetection, and strafe issues, and matchmaking at the same time, and it would be as close to EVE as a FPS can get!
I wonder if that is the hitdetection / aim-assist improvements Zatara has been on about?
fighter jets
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
213
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Posted - 2014.11.25 18:58:00 -
[334] - Quote
I like the idea but there needs to be some incentive to stack shields over armor.
Before: Shield Extenders increase HP by small amounts with a shield regen penalty. Shields come back up quickly between engagements.
Armor Plates increase HP by large amounts with movement speed penalty. Armor is meant to be under constant repair before during and after engagements either on it's own or via teammates repair tool.
Ideas for Future: Introduce a calculation where total effective HP = Mass leading to a speed penalty. Next, have that penalty STACK with current armor plate penalties. That way, shield extenders will still offer more speed+HP over armor and will not imbalance the choice between armor and shields. Strafe speeds drop ACROSS THE BOARD under the current meta and the meta BETWEEN shields and armor remains exactly the same.
more HP = Less speed If that HP is shield = no further reduction in speed If that HP is armor = plates reduce speed as normal
If armor stacking speed penalties become too severe, the individual speed penalties per plate can be revised.
this is copied from non stickied thread, I forgot this thread existed at the time |
Cavani1EE7
Murphys-Law General Tso's Alliance
566
|
Posted - 2014.11.25 19:43:00 -
[335] - Quote
My respec is ready for going Amarr/Gal Assault with ferroscales, reps and kin cats for a genuine 0 delay fast repping, speed (0 strafe penalties), and of course tanked suit. Oh, and my ScR/Breach AR triple damage modded.
Take a bow
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Sequal Rise
Les Desanusseurs
337
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Posted - 2014.11.26 01:59:00 -
[336] - Quote
Can you explain why you think it will only affect scout and heavy suits? Why would medium suit wouldn't get hurt by such a change (or less than others)?
And WHY reducing assault speed ??? Their speed in each race are PERFECT, changing them would be wrong, even a little bit.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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ROMULUS H3X
research lab
236
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Posted - 2014.11.26 02:12:00 -
[337] - Quote
Sequal Rise wrote:Can you explain why you think it will only affect scout and heavy suits? Why would medium suit wouldn't get hurt by such a change (or less than others)? And WHY reducing assault speed ??? Their speed in each race are PERFECT, changing them would be wrong, even a little bit.
Seriously though I agree.
The assault suits are fine with their current speeds, okay maybe just tone down my Minmatar Assault a degree or two...
I'm sorry too many fotm chasers are flocking to my favorite assault suit because they realize they can speed, armor and shield tank all at once Which is probably contributing to the assault suit speed complaints.
WELL I AM SORRY YOUR ARMOR TANKED SCOUT COULDN'T OUTRUN MY SPEED STACKED ASSAULT.. *teardrop*
but the other assaults speeds NEED NOT BE TOUCHED.. and if you were to lower the speeds, give that extra armor to make up for that speed reductions...but i would rather keep that speed.
IF you do NERF assault speed and BUFF Logistics speed, we all know what is going to be the next flavor of the WEEK.
Slayer Logis for everyone!
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5348
|
Posted - 2014.11.26 08:50:00 -
[338] - Quote
Rattati said he's increasing penalties for sentinels because it'll make assaults exploiting the headbox more doable.
I can actually get behind this reasoning as a sentinel. I want assaults to be the main killer line.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5348
|
Posted - 2014.11.26 08:52:00 -
[339] - Quote
Anyone who cries slayer logi for anything in the last three months has demonstrated extremely poor understanding of why the slayer logi came to be and why it died.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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GLOBAL fils'de RAGE
Consolidated Dust
54
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Posted - 2014.11.26 09:42:00 -
[340] - Quote
KA24DERT wrote:Jebus McKing wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Make it so that all weapons work like rep-tools. You lock on to an enemy and then the weapon automatically deals damage! That would be perfect! It would fix hitdetection, and strafe issues, and matchmaking at the same time, and it would be as close to EVE as a FPS can get! I think you're on to something. Just pull the trigger and then you start dealing damage no matter your movement or the movement of your opponent. That takes care of a whole host of issues! As it is, someone can start moving unpredictably, thereby confusing their opponent. But there's also chance that the opponent is a tryhard strafe-cheater as well, and now you have TWO people trying to trick each other into missing shots, while also trying to LAND shots. I think we can all say that using such trickery to win an encounter is utterly unacceptable. It's kinda like in basketball when someone fakes another player out, and then the referee shoots the offending player in the back of the head.
not sure about the gun play, but i had a friend get called for "intent" to foul.
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Cavani1EE7
Murphys-Law General Tso's Alliance
576
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Posted - 2014.11.26 16:06:00 -
[341] - Quote
Oh by the way yeah, there's no reason on nerfing, even a little bit, assault suits' native speed. The only one kinda high is Minmatar's, others are flawless.
Take a bow
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Meee One
Amakakeru-Ryu-no-Hirameki
1344
|
Posted - 2014.11.27 01:57:00 -
[342] - Quote
ROMULUS H3X wrote:Sequal Rise wrote:Can you explain why you think it will only affect scout and heavy suits? Why would medium suit wouldn't get hurt by such a change (or less than others)? And WHY reducing assault speed ??? Their speed in each race are PERFECT, changing them would be wrong, even a little bit. Seriously though I agree. The assault suits are fine with their current speeds, okay maybe just tone down my Minmatar Assault a degree or two... I'm sorry too many fotm chasers are flocking to my favorite assault suit because they realize they can speed, armor and shield tank all at once Which is probably contributing to the assault suit speed complaints. WELL I AM SORRY YOUR ARMOR TANKED SCOUT COULDN'T OUTRUN MY SPEED STACKED ASSAULT.. *teardrop* but the other assaults speeds NEED NOT BE TOUCHED.. and if you were to lower the speeds, give that extra armor to make up for that speed reductions...but i would rather keep that speed. IF you do NERF assault speed and BUFF Logistics speed, we all know what is going to be the next flavor of the WEEK. Slayer Logis for everyone! "Assault extra 160 eHP 8-9 slots isn't enough!"
Really?
Why assault speed should be reduced. And logistics buffed. It has 100 more eHP than basics,yet moves as fast as them. Logistics has 160 eHP less,yet is almost as fast as commandos (which have more eHP than assaults).
Armor plates show that for more armor you always sacrifice speed. If you're afraid of being out ran,use some of those 8-9 slots for kincats,or cardiac regs. God knows your base eHP is high enough for it to have almost 0 negative drawbacks.
Tl;dr It's called balance,armor for speed,and its been a long time coming.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Joel II X
Bacon with a bottle of Quafe
4807
|
Posted - 2014.11.27 02:52:00 -
[343] - Quote
Ripley Riley wrote:Is it not possible to have a sort of inertia-based system? An acceleration speed when you change direction sharply. Making the "end" of a strafing line a slow, vulnerable state.
Not saying I don't think this is a good idea. It is.
Will be get to see some numbers soon? I want this. |
Piercing Serenity
PFB Pink Fluffy Bunnies
735
|
Posted - 2014.11.27 06:52:00 -
[344] - Quote
KA24DERT wrote:Jebus McKing wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Make it so that all weapons work like rep-tools. You lock on to an enemy and then the weapon automatically deals damage! That would be perfect! It would fix hitdetection, and strafe issues, and matchmaking at the same time, and it would be as close to EVE as a FPS can get! I think you're on to something. Just pull the trigger and then you start dealing damage no matter your movement or the movement of your opponent. That takes care of a whole host of issues! As it is, someone can start moving unpredictably, thereby confusing their opponent. But there's also chance that the opponent is a tryhard strafe-cheater as well, and now you have TWO people trying to trick each other into missing shots, while also trying to LAND shots. I think we can all say that using such trickery to win an encounter is utterly unacceptable. It's kinda like in basketball when someone fakes another player out, and then the referee shoots the offending player in the back of the head.
Funniest post of the day
Closed Beta Vet (E3 Build), Former PFBHz
Best Corps Battled (Personally): Imperfects, TeamPlayers, Hellstorm
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GLOBAL fils'de RAGE
Consolidated Dust
56
|
Posted - 2014.11.27 10:15:00 -
[345] - Quote
CCP Rattati wrote:Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;)
this will break your game. |
Lazer Fo Cused
Shining Flame Amarr Empire
140
|
Posted - 2014.11.27 15:50:00 -
[346] - Quote
1. Terrible idea
2. Shield increase sig profile not decrease in strafe
3. Armor wins again |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
217
|
Posted - 2014.11.27 20:00:00 -
[347] - Quote
Quote: Ideas for Future: Introduce a calculation where total effective HP = Mass leading to a speed penalty. Next, have that penalty STACK with current armor plate penalties. That way, shield extenders will still offer more speed+HP over armor and will not imbalance the choice between armor and shields. Strafe speeds drop ACROSS THE BOARD under the current meta and the meta BETWEEN shields and armor remains exactly the same.
Would love to see some comments about this idea depicting how the change would work. |
Funkmaster Whale
Whale Pod
2520
|
Posted - 2014.11.27 20:08:00 -
[348] - Quote
I really hope Rattati doesn't follow up with this.
I still think this is a truly awful idea. Reducing strafe speed is going to help no one. I don't think I've been this flustered about a proposed change since aim assist was brought back in Uprising 1.4 or whatever it was. Please for god's sake don't go through with this awful idea.
Sentinels are so strong in current meta because most objective maps favor CQC which is of course going to make a high-HP massive-DPS suit popular. Sentinels are barely existent in Ambush where engagements widely vary terrain. There's honestly nothing OP about Sentinels right now. I play Scout/Assault and never have died to one thinking "Wow that's so overpowered!". If I die to one, I shouldn't have been caught out in his niche.
Rattati is trying to change too much at this point.
Follow me on Twitch.tv!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5404
|
Posted - 2014.11.27 20:38:00 -
[349] - Quote
Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now.
the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Imp Smash
Molon Labe. General Tso's Alliance
437
|
Posted - 2014.11.27 23:46:00 -
[350] - Quote
Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better.
Probably because there is a fairly reasonable chance he is not wrong. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5438
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Posted - 2014.11.28 00:12:00 -
[351] - Quote
Imp Smash wrote:Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. Probably because there is a fairly reasonable chance he is not wrong. circumstantially he is correct.
Unfortunately in order for him to be correct we need a 50/50 open/CQC map spread
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Imp Smash
Molon Labe. General Tso's Alliance
437
|
Posted - 2014.11.28 01:12:00 -
[352] - Quote
Breakin Stuff wrote:Imp Smash wrote:Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. Probably because there is a fairly reasonable chance he is not wrong. circumstantially he is correct. Unfortunately in order for him to be correct we need a 50/50 open/CQC map spread
Funny you should mention that...because about an hour ago this was said.
Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
705
|
Posted - 2014.11.28 11:50:00 -
[353] - Quote
BL4CKST4R wrote:DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty. Because you can break strafing with extenders to Edit to your edit: Caldari ships are the slowest so if you'd like you could ask to take a heavy speed reduction
I thought amarr were slowest. Caldari have good agility. But sure, nerd my speed and in return give us superior scan range lol |
Vitantur Nothus
Nos Nothi
765
|
Posted - 2014.11.28 11:53:00 -
[354] - Quote
Funkmaster Whale wrote:Sentinels are barely existent in Ambush where engagements widely vary terrain. ^ Either balderdash or ambiguous sentence structure. Indoor Ambush maps are 50% or better Fatty+HMG roughly 100% of the time.
Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. Also, this. Lol |
Meee One
Amakakeru-Ryu-no-Hirameki
1345
|
Posted - 2014.11.28 21:22:00 -
[355] - Quote
Imp Smash wrote:Breakin Stuff wrote:Imp Smash wrote:Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. Probably because there is a fairly reasonable chance he is not wrong. circumstantially he is correct. Unfortunately in order for him to be correct we need a 50/50 open/CQC map spread Funny you should mention that...because about an hour ago this was said. Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. Pro rep tools on 3/4ths of logistics can't outrep a basic light weapon,and you want them nerfed more?
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Imp Smash
Molon Labe. General Tso's Alliance
441
|
Posted - 2014.11.29 01:38:00 -
[356] - Quote
Meee One wrote:Imp Smash wrote:Funny you should mention that...because about an hour ago this was said. Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. Pro rep tools on 3/4ths of logistics can't outrep a basic light weapon,and you want them nerfed more?
Yeah, I guess to be honest I think they should be weaker but I am unable to call nerf. There are several reasons and caveats to this:
1. On paper it sounds like the reptool isn't too crazy because, as you just said, a basic light weapon can out damage it. But let's be honest -- that is assuming ALL shots hit which is silly. It also ignores inherent regeneration the suit may have. Yes heavies take more damage from incoming fire than any other suit -- even so you can't expect a heavy to take EVERY shot (even though it is possible.) Your reptool buys him time to fire. And a heavy HMG does a lot of damage -- more so than any light weapon. Due to dispersion it won't be 800/900 DPS like so many people like to say, but it will still be higher than any light weapon. So the heavy has a bit more time to DPS and time to do that DPS is a larger gap for a heavy over any other suit because of the damage output.
Basically the proof is in the pudding. A heavy by him/herself is dangerous at close range but reasonably killable even toe to toe with an assault. But a heavy with a logi on the back will win over 90% of the time.
2. The reptool is free usage. Other games with repair mechanics do not give infinite reptool usage. Nor the sheer range. It's not just about Reps per second (RPS?) but also about the availability.
But as I said there are caveats.
If they made reptools rep a little slower their triage WPs should be boosted a little to compensate the Logi for the extra time spent repping a heavy. Basically the logi would get a tad more WP for it but be able to do it to less people in a given time frame thereby balancing out WP gain.
And I also don't think they should limit reptool usage. If you have 1 logi, 2 or 3 heavies, 5 or 6 assaults, and a scout or 2 that survive a fight defending a point that logi is going to have to rep ALL of them. Especially at lower rep rate that will cost time and time IS a resource.
Furthermore I think we will see Armor being able to absorb more damage in the future. This is just my guess as to the meta game and its next evolution mind you, but shield tanking and armor tanking are about to go through major changes that will either A. Make armor tanking WAY better than shield so more people go armor tank and that reptool will have more buffer HP to rep or B. Shield tanking will catch up to armor tanking and we will see more shield fits. Which will mean we see more guns that are better against shield than armor. Which will mean the armor you are repping will be taking more damage from armor weak/shield strong guns than currently.
At the same time, I am uncomfortable calling for a nerf of anything really. I may be horrendously wrong. What I deem an issue with reptools may NOT be an issue with reptools but in fact with something else. More to the point, I really don't know what to suggest to weaken the reptool slightly while still being fair. It may be the case that reptools are fine on other suits and only unbalanced on the heavy. I honestly don't know.
There is, however, no doubt in my mind that reptools are magnifying the heavy's advantages more than they magnify other suit's advantages.
EDIT: Actually scratch that. I just had a thought. What if Reptools repaired a percent of a suit's HP as opposed to a specific number? And that this number was specifc for each suit? Heavies get say (random number incomming) 6% of their HP back per second while assaults get 10% back per second? The commando gets back 8% The number could be whatever makes reptools more or less the same amount of rep for the various assaults while making them a tad less effective on heavies.
(random numbers chosen of course. the above edit is just brainstorming. feel free to shoot it down in a fiery ball.)
Regards. |
Haerr
Edimmu Warfighters Gallente Federation
2075
|
Posted - 2014.11.29 15:19:00 -
[357] - Quote
CCP Rattati wrote:Dear Players, Stuff Dear CCP Rattati
Strafe speeds are fine.
Lack of transitional animations between strafing in one direction and then changing direction isn't fine.
Btw wasn't ?CCP Someone? working on making infantry animations smoother?
fighter jets
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Meee One
Amakakeru-Ryu-no-Hirameki
1350
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Posted - 2014.11.29 20:16:00 -
[358] - Quote
Imp Smash wrote:Meee One wrote:Imp Smash wrote:Funny you should mention that...because about an hour ago this was said. Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. Pro rep tools on 3/4ths of logistics can't outrep a basic light weapon,and you want them nerfed more? Yeah, I guess to be honest I think they should be weaker but I am unable to call nerf. There are several reasons and caveats to this: 1. On paper it sounds like the reptool isn't too crazy because, as you just said, a basic light weapon can out damage it. But let's be honest -- that is assuming ALL shots hit which is silly. It also ignores inherent regeneration the suit may have. Yes heavies take more damage from incoming fire than any other suit -- even so you can't expect a heavy to take EVERY shot (even though it is possible.) Your reptool buys him time to fire. And a heavy HMG does a lot of damage -- more so than any light weapon. Due to dispersion it won't be 800/900 DPS like so many people like to say, but it will still be higher than any light weapon. So the heavy has a bit more time to DPS and time to do that DPS is a larger gap for a heavy over any other suit because of the damage output. Basically the proof is in the pudding. A heavy by him/herself is dangerous at close range but reasonably killable even toe to toe with an assault. But a heavy with a logi on the back will win over 90% of the time. 2. The reptool is free usage. Other games with repair mechanics do not give infinite reptool usage. Nor the sheer range. It's not just about Reps per second (RPS?) but also about the availability. But as I said there are caveats. If they made reptools rep a little slower their triage WPs should be boosted a little to compensate the Logi for the extra time spent repping a heavy. Basically the logi would get a tad more WP for it but be able to do it to less people in a given time frame thereby balancing out WP gain. And I also don't think they should limit reptool usage. If you have 1 logi, 2 or 3 heavies, 5 or 6 assaults, and a scout or 2 that survive a fight defending a point that logi is going to have to rep ALL of them. Especially at lower rep rate that will cost time and time IS a resource. Furthermore I think we will see Armor being able to absorb more damage in the future. This is just my guess as to the meta game and its next evolution mind you, but shield tanking and armor tanking are about to go through major changes that will either A. Make armor tanking WAY better than shield so more people go armor tank and that reptool will have more buffer HP to rep or B. Shield tanking will catch up to armor tanking and we will see more shield fits. Which will mean we see more guns that are better against shield than armor. Which will mean the armor you are repping will be taking more damage from armor weak/shield strong guns than currently. At the same time, I am uncomfortable calling for a nerf of anything really. I may be horrendously wrong. What I deem an issue with reptools may NOT be an issue with reptools but in fact with something else. More to the point, I really don't know what to suggest to weaken the reptool slightly while still being fair. It may be the case that reptools are fine on other suits and only unbalanced on the heavy. I honestly don't know. There is, however, no doubt in my mind that reptools are magnifying the heavy's advantages more than they magnify other suit's advantages. EDIT: Actually scratch that. I just had a thought. What if Reptools repaired a percent of a suit's HP as opposed to a specific number? And that this number was specifc for each suit? Heavies get say (random number incomming) 6% of their HP back per second while assaults get 10% back per second? The commando gets back 8% The number could be whatever makes reptools more or less the same amount of rep for the various assaults while making them a tad less effective on heavies. (random numbers chosen of course. the above edit is just brainstorming. feel free to shoot it down in a fiery ball.) Regards. Wow,after the scanner and hive nerf,rep tools were the only thing not nerfed.
1) "Teamworks is OP and a single assault should be able to easily overcome two suits working together." -lolwut,you're serious aren't you?
2) "Rep tools help heavies more." Solution 1:Realize logistics is called a 'force multiplier' for a reason. Solution 2:Realize you could bring your own logistics along and have the reps,and be able to out strafe that same heavy. Solution 3:Realize that (currently) logistics are only fast enough to help heavies,which is why you don't see many assault + logistics combos.
3)"Rep tool is free usage." -So the CPU/PG requirement is just a suggestion? -The suit itself is the battery.
4)"% based reps." -You like armor dual tanking? Because this would cripple shield suits further. -I assume scouts rep would be highest,so you just migrated heavy FOTM chasers to brick Gal/Amarr scout chasers.
5)"Calling something silly." -I find it incredible that you say all shots won't land,but don't mention rep tools can lose lock-on going around corners,or if the person being repped runs out of range. -I also find it incredible that you don't take into consideration that the rep tool make the user vulnerable and traps them within 20m of active gunfire,while weapons don't. -Risk vs reward is actually alright with rep tools as they are,any changes and they become too risk and much less reward.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5533
|
Posted - 2014.11.29 20:23:00 -
[359] - Quote
Haerr wrote:CCP Rattati wrote:Dear Players, Stuff Dear CCP Rattati Strafe speeds are fine. Lack of transitional animations between strafing in one direction and then changing direction isn't fine. Btw wasn't ?CCP Someone? working on making infantry animations smoother? transitional animations would be how you simulate inertia in most games.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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manboar thunder fist
Dead Man's Game RUST415
280
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Posted - 2014.11.29 21:01:00 -
[360] - Quote
I just feel 1400 armour heavies being repped by core focus or sixkin triage is way too much.... The rep tools need an 80% efficiency on heavies.
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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