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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Cass Caul
1626
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Posted - 2014.11.19 19:09:00 -
[31] - Quote
CCP Rattati wrote:Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;)
I like how the only way to get people to use myos is to make them do something completely unrelated to melee damage
On Hiatus.
This is my smartphone alt
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
329
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Posted - 2014.11.19 19:20:00 -
[32] - Quote
OhGÇöMy---Lourde!! They are doing it AGAIN!
When the devs of this game expressed that they were going to respond to the GÇ£traditionsGÇ¥ of Aim-Assist in an fps game by creating a weird, controversially GÇ£equal-opportunityGÇ¥ Aiming Assist that hadnGÇÖt really been tried like it before....that was CCP at itGÇÖs boldest. Folks blew a gasket, fps gun-masters ranted against it, but CCP implemented it anyway. And I am proud to brag GÇ£I was THEREGÇ¥ on the night the game changed from no-Assister to GÇ£Dust-Assister-ONGÇ¥. Bunny-hop cheaters ran for cover, victimized Newberries stepped from the shadows and finally opened fire. I had those same noobies repeatedly saving my life and covering me all night long. Most incredible injection of spraying bullets, medal-of-honor heroics, and pure fun this game has had in any 24 hour patch periodGÇötears of joy!
Maybe CCP doesnGÇÖt realize it yet (or they do ), but devising a mechanic that responds to GÇ£the strafing dance cheatGÇ¥ (yep, many of us call it a cheat), will be another moment of CCP taking the bold path AGAIN! Rattati, if your staff can implement this wild GÇ£strafing-movement-offsetGÇ¥ mechanic in our fit-outs, it will make Dust the unprecedented pioneer in ways Legion and others will never surpass.
It may not cause the same protesting and rage that Aim-Assist did, but it addresses the same aruguable GÇ£cheatingGÇ¥ weGÇÖve tolerated from nearly all the years of fps games: the cheat called GÇ£I can beat you simply because IGÇÖve perfected a Trinity-Matrix-strafedance that makes you miss me at 10 pacesGÇ¥.
Thank you for this idea!
Trinity... here is comes. Smile.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
554
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Posted - 2014.11.19 19:21:00 -
[33] - Quote
Great idea! I suggest you drop strafe speeds right down on all suits, and then add movement speed buffs to myrofibs; that way speed tanking becomes a choice you fit for and not an attribute that lighter suits inherently possess. Keep any movement penalties to plates and extenders light, but apply it to all of them lest you make entire module types redundant. I can't stress enough that if you're going to do this it needs to be done all in one go or you're just going to create new fotm
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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sabre prime
Crux Special Tasks Group Gallente Federation
822
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Posted - 2014.11.19 19:22:00 -
[34] - 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? This is interesting. Is it possible to implement a 'inertia rate' mechaninc. Like you have 'dispersion decay' for the rifles? So there is a counteractive force being applied when you strafe, and the rate of inertia slowing your strafe increases as you continue to strafe?
The slow blade penetrates the shield.
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Tesfa Alem
Death by Disassociation
417
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Posted - 2014.11.19 19:33:00 -
[35] - Quote
The purpose is to stop bullet dodging.
Bullet dodging is done best by low hp scouts circling very fast. According to your proposal If you fit hp, you will not dodge bullets very well.If i'm I'm a scout that fits a bare minmum of hp modules, how will this affect me?
If I don't fit hp but fit a strafe boost module wouldn't i be able to dodge bulets even better than before?
Dancing sentinels are a problem, they usually fit kin cats and cardiac regulators.
We want to stop dancing sentinels. So we penalize sentinels that don't fit kincats and card regs, but HP?
The suits that most heavily depend on HP modules, Assaults and logis are not supposed to be affected by penalizing movment if they use the modules they rely upon?
Why not just an across the board reduction to strafing circles? Simply make running backwards, left and right slower than sprinting?
Redline for Thee, but no Redline for Me.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4998
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Posted - 2014.11.19 19:36:00 -
[36] - Quote
Jadd Hatchen wrote:CCP Rattati wrote:P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small. Okay first you state the issue and then you come up with a good plan to fix the issue and they you CREATE A LOOPHOLE THAT NULLIFIES YOUR FIX?????!!!! Seriously if you apply it to only heavies and all mediums except for logistics dropsuits, then guess what players will do? Oh they will return to the days of the logi-slayers! Of course! If you make this change,then make it apply game-wide to all suits. Making exceptions is what breaks the game balance. If it is mass based as you say, then that implies it should be a defining part of the physics in your game and thus Scotty would shame you for trying to break those laws! Shame on you CCP!!!
So, this guy is basically a **** in how he talks to people. And he speaks with the mentality of a 13 year old.
But he makes a good point. Physics should be a universal thing. Otherwise an exploitable exception can, and will, be found.
It's my fault FA exists. Direct your rage to me.
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Killer's Coys
Prima Gallicus
153
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Posted - 2014.11.19 20:11:00 -
[37] - Quote
Cass Caul wrote:CCP Rattati wrote:Dear Players,
We are going to add separate strafe penalties to HP modules. We will not be reducing normal speed, nor running speed, only left-right speed, making the "dodging" of bullets more difficult, and Sentinels lack of mobility to become a real vulnerability when stacking eHP.
The calculations will theoretically be based off of relative mass (Scouts) and total mass (Sentinels). Medium Frames will not be affected as much as these two. Basic Frames may end up not having any penalties at all.
This is quite blunt, but it's been a long time coming.
Extenders and Armor Plates are obviously the focus here, and Reactives and Ferroscales may be omitted in the first pass.
P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small. The title say ffedback, how is this a discussion at all? think, as long as aim adhesion on rifles is as strong as it is that this is just a terrible idea. Increase strafe penalties will really only further to decrease the level of skill in this game. It's already laughable how easy it is to run around in a C-I Assault, with no modules outside a STD nanohive and kill players in ADV and PRO with my SMG You might as well just put "stun on hit" and go back to 1.6's Aim Assist because it's effectiveness is the same thing: Aiming is a skill, inhibiting the ability to break out of aim-assisst should only further drop the level of enjoyment from vets as the game moves back to "I saw you first, I win."
+1 Straff is the only chance to win a battle (when the ennemy begins to shoot on you) Decrease it, and lol this game would come back to 1.6 hahaha worst idea ever
And so no difference between shield tankers and armor tankers (who use normal armor plate (lol a basic armor plate would become beter than a complex shield extender haha))
What I see ?
1) come back to 1.8 2) It'll be impossible to fight against a heavy with a medium suit. Why ? Become without straff, the OP HMG destroy you in less than 1 sec. CCP logical 3) armor tankers >>>>>>>>>> shield tanks. And, woaw ! Rattati is a gallente.
WAIT & SEE
Wait & see. Be sad about CCP choices.
Or leave this game and be happy !
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Jebus McKing
1021
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Posted - 2014.11.19 20:26:00 -
[38] - Quote
If you'd fix strafe speed you wouldn't have to herf hit detection.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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hfderrtgvcd
1203
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Posted - 2014.11.19 20:26:00 -
[39] - Quote
This is a bad idea. The only reason shield tanking is viable is because they have higher strafe speeds than armor tanked suits. Armor plates already have a more than sufficient strafe penalty. I'd recommend just reducing heavies and scouts base strafe speeds and not touching any other stats.
You can't fight in here! This is the war room.
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Killer's Coys
Prima Gallicus
153
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Posted - 2014.11.19 20:34:00 -
[40] - Quote
hfderrtgvcd wrote:This is a bad idea. The only reason shield tanking is viable is because they have higher strafe speeds than armor tanked suits. Armor plates already have a more than sufficient strafe penalty. I'd recommend just reducing heavies and scouts base strafe speeds and not touching any other stats.
I'm not the only one, thank you bro
CCP logical is very strange...
Wait & see.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2194
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Posted - 2014.11.19 20:36:00 -
[41] - Quote
CCP Rattati 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. Caldari scout OPness, might someone say CalScout OPness isn't the fault of the extender, merely a symptom.
Extenders should raise scan profile, but I don't see how weightless energy could cause slower movement speed. In addition, a CalScout stacking extenders has a maximum possible shield health of 453, which while higher than it should be, isn't exactly making a sentinel envious. I believe the solution is to add inertia to player movement, meaning popping back and forth slows you down. But unless shield extenders add the same hp as an armor plate, I don't see how giving them a movement penalty will cause more good than bad.
I would suggest we brainstorm some suggestions as to what is possible to do that isn't a movement penalty on extenders. Suppose we lowered CalScout (and possibly the other suits) base speed? Id adding inertia impossible? What about making rapid back and forth strafing costing stamina?
Proof that Rattati/CCP do listen to the playerbase.
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Killer's Coys
Prima Gallicus
153
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Posted - 2014.11.19 20:46:00 -
[42] - Quote
I just can't stand this choice CCP made the Calscout OP And now CCP wanna nerf all the shield tankers
Isn't it just more simple and more logical to nerf the Calscout directly ????????
CCP logical is very strange...
Wait & see.
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Mad Syringe
ReDust Inc.
324
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Posted - 2014.11.19 20:50:00 -
[43] - Quote
I would like to see a higher penalization depending on suit class.
Heavies get the least penalties, folowed by mediums and maximum penalties for scouts. Sentinels are supposed to stack plates (at least the armor ones). If strafe speed of heavies is a prob (never had it with armor tankers) than drop their base movement speed, but I doubt it's necessary.
Scouts however have a much weaker suit, so it naturally should be more penalized by plates. Shields however should do something different when stacked. I like the profile Idea, because it would lead to more e-war instead of shield tanking. The Minnie for example is usually run more like a scout should be run, not tanked but damped with precision modules.
There should however be a module to compensate, so if you stack shields, and want to keep your profile, you have to at least waste one module... (This should be a high slot module).
Considering the logi assault speed balance, I read a suggestion, that logis should have higher sprint and assaults higher strafe speed. I think this would be optimal, since for 1on 1 combat you need strafe speed. For supply and rezzing you need sprint speed. Have the same stamina for both (or slightly lower on logis), They should however be able to cover the same ground in a given timeframe.
Thats my 0,2 ct...
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Cavani1EE7
Murphys-Law General Tso's Alliance
525
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Posted - 2014.11.19 20:51:00 -
[44] - Quote
CCP Rattati 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. Caldari scout OPness, might someone say Are you even serious? You omitt the strafe penalties from ferroscales and reactives that gives close to the same amount of HP of shield extenders with way less CPU and PG usage, and you put it on the latter, which may be the only exclusive advantage shield tanking has over armor tanking?
Take a bow
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Cavani1EE7
Murphys-Law General Tso's Alliance
525
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Posted - 2014.11.19 20:55:00 -
[45] - Quote
My fellow Caldari Assaults, Scouts and Sentinels, get your respec ready.
Take a bow
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Killer's Coys
Prima Gallicus
156
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Posted - 2014.11.19 21:04:00 -
[46] - Quote
Cavani1EE7 wrote:My fellow Caldari Assaults, Scouts and Sentinels, get your respec ready.
I think CCP doesn't like shield tankers. They are good at the moment. So (CCP logical =) NERF IT PLEEEEAAAAAAAAAAASEEEEEE CCP One of the only good point of the shield extender is that it doesn't give any speed penality, and give some would nerf a lot shield extenders...
CCP logical is very strange...
Wait & see.
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Whisperen Sub
Napalm Bukkake
3
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Posted - 2014.11.19 21:07:00 -
[47] - Quote
TTK is already way to low in a game with auto aim , wall hacks ,bullet magnetism and stupid draw distances and you want to make it worse? Good thing i got a bpo suit when it was cheap.
You want to fix the scouts? Do it the same way you fixed the logis remove the light weapon slot and give them two sidearm slots.
You want to fix shields? Double shield extender HP bonus and make them increase a suits sig radius or hitbox size. |
NextDark Knight
molon labe. General Tso's Alliance
618
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Posted - 2014.11.19 21:09:00 -
[48] - Quote
First they take away my guns, now they take away shields..
Everything Caldari is a crutch I guess.
I rather them just give back the precision bonus instead of the damp bonus. I guess all this time I been proto Caldari scout I been missing the boat on the FOTM everyone been yelling so loud about... cause I stopped running it when the precision was taken away.
Anyway good luck getting that check box on "Forum approved" for this one..
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Killer's Coys
Prima Gallicus
157
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Posted - 2014.11.19 21:10:00 -
[49] - Quote
Whisperen Sub wrote:TTK is already way to low in a game with auto aim , wall hacks ,bullet magnetism and stupid draw distances and you want to make it worse? Good thing i got a bpo suit when it was cheap.
You want to fix the scouts? Do it the same way you fixed the logis remove the light weapon slot and give them two sidearm slots.
You want to fix shields? Double shield extender HP bonus and make them increase a suits sig radius or hitbox size.
Agreed. But thay aren't any reason to nerf shield extenders... shield extender vs traditionnal armor plate shield has 2x less HP
shield extender vs ferro plate shield has less HP shield cost more PG/CPU shield has a shield regen penality
Ne need to nerf them
CCP logical is very strange...
Wait & see.
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NextDark Knight
molon labe. General Tso's Alliance
618
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Posted - 2014.11.19 21:11:00 -
[50] - Quote
Whisperen Sub wrote:TTK is already way to low in a game with auto aim , wall hacks ,bullet magnetism and stupid draw distances and you want to make it worse? Good thing i got a bpo suit when it was cheap.
You want to fix the scouts? Do it the same way you fixed the logis remove the light weapon slot and give them two sidearm slots.
You want to fix shields? Double shield extender HP bonus and make them increase a suits sig radius or hitbox size.
>> Problem being is the game engine will need to have two hitboxes.. one for shields and the other for no shields. Not sure if they can code it so the game has the second hitbox working for shields.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Cass Caul
1638
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Posted - 2014.11.19 21:26:00 -
[51] - Quote
With the topic of changing up Assault's movement and other movement and whatnot I'd really like to propose the following:
Restructure the movement difference between all 23 suit types. Right now, every single suit has a different base movement speed.
What I would like to see is all Gallente suits' base movement speed changed to that of a Gallente Medium Frame All Caldari suits base movement speed changed to that of a Caldari Medium Frame All Minmatar Suits base movement speed changed to that of a Minmatar Medium Frame All Amarr Suits base movement speed changed to that of an Amarr Medium Frame.
From there, rather than having tiers of speed ( one sentinels, commandos, scouts, assaults, logistics, and basic frames) we change the Sprint Modifier on all suits to be based on their Role.
Currently all suits sprint at 1.4 X base movement speed, Instead we give Sentinels a 1.2 modifier Commandos a 1.25 modifier Logistics a 1.35 modifier Assaults a 1.4 modifier Scouts a 1.5 modifier
All suits within a race would have the same strafe speed, which would highlight how even though min-scouts have a higher strafe speed that they can't screw with hit-detection in the same way.
Rather than increase the strafe penalties through Armor plates, reduce the current multiplier to movement: Backwards movement is 100%, this needs to get nerfed with a heavy hammer. Maybe drop strafe speed by 10% ( as in -0.1 to the modifier)
But reduced base movement speed, which is already a property of plates, also reduces strafe speed. This all just seems like a very poor idea to fix a problem that, frankly, is the only thing that stops use from being in 1.6 levels of auto-aim
On Hiatus.
This is my smartphone alt
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
677
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Posted - 2014.11.19 21:30:00 -
[52] - Quote
CCP Rattati 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. Caldari scout OPness, might someone say
and i say that extenders have nothing to do with that.
wall hacks, combined with dual shield regulators, cloaks, and scout size hotbox mean that regardless of how much shield you have you will be hard to kill.
where plates can be abused on everything suit in the game, saying that extenders should be given a penalty for being used on a particular shield tanking suit seems odd. does your data say that cal assaults, logistics, and sentinels are all OP as well?
i doubt it. you need to look at the actual suit, not the extenders. if anything this is proof that we need hp mods according to weight class. |
Whisperen Sub
Napalm Bukkake
4
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Posted - 2014.11.19 21:32:00 -
[53] - Quote
NextDark Knight wrote:Whisperen Sub wrote:TTK is already way to low in a game with auto aim , wall hacks ,bullet magnetism and stupid draw distances and you want to make it worse? Good thing i got a bpo suit when it was cheap.
You want to fix the scouts? Do it the same way you fixed the logis remove the light weapon slot and give them two sidearm slots.
You want to fix shields? Double shield extender HP bonus and make them increase a suits sig radius or hitbox size. >> Problem being is the game engine will need to have two hitboxes.. one for shields and the other for no shields. Not sure if they can code it so the game has the second hitbox working for shields.
You may be right modifying hitbox size could also cause strange game play issues like getting shot from behind cover increasing a suits sig radius/scan profile would be better.
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Mad Syringe
ReDust Inc.
325
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Posted - 2014.11.19 21:41:00 -
[54] - Quote
DeathwindRising wrote: where plates can be abused on everything suit in the game, saying that extenders should be given a penalty for being used on a particular shield tanking suit seems odd. does your data say that cal assaults, logistics, and sentinels are all OP as well?
i doubt it. you need to look at the actual suit, not the extenders. if anything this is proof that we need hp mods according to weight class.
Is a percentage increase of HP for plates and extenders possible?
This would instantly fix all issues with brick tanked light suits. The lights would benefit less from plates or extenders while the heavies would benefit much more.
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Espeon Bons
Bloodline Rebellion Capital Punishment.
303
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Posted - 2014.11.19 21:43:00 -
[55] - Quote
CCP Rattati 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. Caldari scout OPness, might someone say Then i better get more hp to shields.
Redemption comes from changing who you are on the inside.
Stain yourself with evil to defeat a greater evil.
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Jebus McKing
1022
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Posted - 2014.11.19 21:47:00 -
[56] - Quote
CCP Rattati wrote:Caldari scout OPness, might someone say There is no OPness.
There is people using the wrong weapons. (I'm destroying cal scouts with breach ScP, they go down in 2-3 shots, or even just 1 when it's a headshot. And I think most other anti shield weaponry is also pretty effective.)
There is people not using dampeners. (One complex dampener makes any medium suit invisible to shield stacking cal scout scans.)
There are too many people having no clue what they are talking about but damn hell are gonna make sure everyone knows what their opinion is, no matter if based on facts or hearsay.
And there still is poor poor hit detection. And these strafing changes sound like another poor bandaid to technical hit detection issues to me.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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BL4CKST4R
La Muerte Eterna Dark Taboo
3358
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Posted - 2014.11.19 21:55:00 -
[57] - Quote
Jebus McKing wrote:CCP Rattati wrote:Caldari scout OPness, might someone say There is no OPness. There is people using the wrong weapons. (I'm destroying cal scouts with breach ScP, they go down in 2-3 shots, or even just 1 when it's a headshot. And I think most other anti shield weaponry is also pretty effective.) There is people not using dampeners. (One complex dampener makes any medium suit invisible to shield stacking cal scout scans.) There are too many people having no clue what they are talking about but damn hell are gonna make sure everyone knows what their opinion is, no matter if based on facts or hearsay. And there still is poor poor hit detection. And these strafing changes sound like another poor bandaid to technical hit detection issues to me.
Strafing is OP because it is not realistic. Caldari scouts can a strafe like crazy and have high hp due to shields. You might be inclined to say this is not realistic as shields are weightless but the alternative is reducing caldari suits speed as it is in eve where they are the slowest of ships.
Also hit detection is abused by starting.
supercalifragilisticexpialidocious
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
104
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Posted - 2014.11.19 21:55:00 -
[58] - Quote
shaman oga wrote:Will you reduce speed based on frame size?
E.G. adv plate on light frame greater penalty than adv plate on heavy frame?
I know it's not the best argument but, irl things goes this way, tough guys suffer less from big burdens than thin guys.
With everything that has to do with heavies, I think most people would WANT do make heavies suffer more. They are to powerful. They get so many kills yet are hard do kill. And don't get me wrong either. I'm not against heavies. I play ALL ROLES mostly scout and heavy. Heavies are to good for cqc. They need this to be applied in full. They need some suffrage.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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TRULY ELITE
WarRavens Capital Punishment.
173
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Posted - 2014.11.19 22:26:00 -
[59] - Quote
As a mainly shield tanker I feel like this is only going to put shields even further behind armour than they already are. Armour tankers can stack ferroes and be immune to the bonus whilst still having more HP than the equivelant extender at 1/2 the cost of CPU/PG. You might say oh but I need armour reps, with the halved fitting costs all you'll need are triage hives and you'll be able to fit those easily. Let's say I use a caldari scout, I need some HP and 2 complex shields is what you need since anything less than that is pointless amounts. Your giving me no choice but to use extenders which are part of this penalty and there are no other shield HP mods, this is a unfair move as your giving shield tankers no choice which we don't even have anyway.
TLDR: if your going to introduce something like this HP modules need a rework in terms of CPU/PG costs and health given and more variety. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
133
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Posted - 2014.11.19 22:26:00 -
[60] - Quote
Lol, now we're at possible strafe penalties for shield extenders because Cal Scout OPness?
Maybe if this game wasn't stuck in an armour meta with the majority of players using CR and RR to counter this, the odd cal scout wouldn't seem OP when you face it. You can 5 shot a proto cal scout with a ScrR or, almost as easy, kill it with an AR. If only the 1.7 proficiency skills were still the same.
Shield extenders offer less HP and more PG/cpu requirements than ferros, and ferros are being considered being excluded from the strafe penalty. |
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