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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2237
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Posted - 2014.11.20 14:50:00 -
[151] - Quote
Vrain Matari wrote:OMFG. Does everybody who plays this game hate strafing? I had no idea.
Maybe all the strafers already left. Been here since Mordu's
Still think strafing should've been aborted
Still think Extenders affecting strafe speed is not the way to go.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Tesfa Alem
Death by Disassociation
422
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Posted - 2014.11.20 14:57:00 -
[152] - Quote
Jack McReady wrote:[quote=Alena Ventrallis] shields have huge regeneration values for free. to be equal in armor repair you end with less hp and less fitting left. basically shields are for guerilla, armor for brawling thus you cant compare it that way.
hates gonna hate
Shield regen isnt really free. I can get an amarr/gallente assault armor rep at about 20 reps per second and still stack two enhanced plates on them. 10 hp less sure, but much more added eHP than 3 extenders and an energizer.
The caldari and minmatar asaults base shield regen is about 30hp a second. Energizers help to buff that, but even with 3 complex shield extenders, i get more out ehp out of my two enhanced plates on my armor suits. Medium suit regen is roughly the same, and on my armor suits, there is nothing to stop me from fitting an energizer in the high slots at all.
I can fit an ADV amarr assault with 2 extenders and an energizer, along with 2-3 armor rep modules and plates, and out rep the average caldari shields and armor. Throw on a lazooor and i'm good to go for long range fights.
Redline for Thee, but no Redline for Me.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 15:23:00 -
[153] - Quote
Breakin Stuff wrote:And let's be fair to shield tanks.
Make ferroscale and reactives carry the same penalty as extenders.
After all they add similar EHP values.
Giving 66 HP shield extenders a strafe penalty but exempting 70 HP plates seems rather...
One-sided. Shouldn't have to say this but by strafing you're messing your opponents aim, not dodging bullets. It's a way of turning a lacklustre engagement into a personal skill contest. And in situations where a merc is wearing power armor with regeneration, taking a few hits to disorient your opponent is an eminently viable tactic. One could even say that's what power armor was for.
We already have very solid aim assist and lots of explosive/splash weapons.
Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
PSN: RationalSpark
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 15:38:00 -
[154] - Quote
Vrain Matari wrote: Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
I've always hoped for Dust to be a Sci-Fi Military Sim/MMOFPS not a Sci-Fi Arcade shooter.
Also, strafing isn't about personal skill, it is about wiggling joysticks around and thinking that it is a display of skill.
I would hope that strategy would be more important than that. As it is now, all strafing encourages strategy wise is "run around from place to place wiggling and twitching my way to a high KDR, **** helping my team I'm here for the kills". At least that is my impression of it given what I have seen in my time here.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5177
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Posted - 2014.11.20 15:56:00 -
[155] - Quote
Wiggling the stick... so accurate.
Strafe dodging is the equivalent of playing mortal kombat and claiming that button mashing to victory requires skill.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 15:58:00 -
[156] - Quote
Alaika Arbosa wrote:Vrain Matari wrote: Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
I've always hoped for Dust to be a Sci-Fi Military Sim/MMOFPS not a Sci-Fi Arcade shooter. Also, strafing isn't about personal skill, it is about wiggling joysticks around and thinking that it is a display of skill. I would hope that strategy would be more important than that. As it is now, all strafing encourages strategy wise is "run around from place to place wiggling and twitching my way to a high KDR, **** helping my team I'm here for the kills". At least that is my impression of it given what I have seen in my time here. In truth, strategy is neutral wrt the presence of strafing mechanics or not. The better strategist/logistician/team will always win. The existence of strafing simply expands the tactical envelope.
And if you honestly believe that strafing/gungame is not a skill...i dunno what to say, it seem obvious to me.
PSN: RationalSpark
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Luk Manag
of Terror TRE GAFFEL
575
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Posted - 2014.11.20 15:59:00 -
[157] - Quote
Is it technically possible to modify the hitbox? Imagine that the shields form a bubble, and a near miss is still deflected/absorbed.
I would want parity with armor in terms of HP, but the tradeoff would be different. Sure you can strafe dance, but your shield extenders stack up to a heavy-sized hitbox. If you fit armor plates you are not noticeably wider, but you can't move as fast.
There will be bullets. ACR+SMG [CEO of Terror]
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5178
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Posted - 2014.11.20 16:00:00 -
[158] - Quote
It's something that breaks hit detection.
That's not skill that's a mechanical exploit dependent upon poor base mechanics and lag.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jadd Hatchen
KILL-EM-QUICK
658
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Posted - 2014.11.20 16:00:00 -
[159] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few.
I don't think you are getting it Rattati... The real issue is that small fast scouts are brick tanking... But that wouldn't be an issue if you could hit the freakishly fast buggers at close ranges, but you cant for two reasons...
1 - the mechanical interface of the game (the PS3 controller) is not designed to whip around in an instant like a person could in real life and still maintain fine aiming control in the process. This is something completely outside of your control so you cannot do much about it...
2 - the HITBOX of scouts is too freaking small!!!! That's ok if they have equivalently smaller HP totals, but when someone brick tanks that same freakishly fast and now freakishly small target's hitbox, then the combination of the three things together compounds the errors to create a broken situation. As with everything, difficult errors come not from one source but multiple sources that combine in one instance to cause the issue.
So realizing that the issue you are trying to fix here is really only centered around a FEW being bad (you said so above), then stop trying to create a mechanic that covers all and instead address the issue with the FEW.
In this case the easiest fix is to fix the HITBOX of the scouts.
The next easiest fix is to nerf the speed of the scouts... not a fan of this one as scouts are meant to be fast.
Another possible fix is to make tanking mods based on a percentage of the dropsuit they are fitted to... Thus stacking extenders on a scout has diminishing returns, but doing so on a heavy has greater effects as it should.
Another possible fix is to make armor plates cost agility/speed/strafe speed and shield extenders cause the HITBOX to increase, but this may be difficult to code variable hitbox sizes.
Another very heavy-handed method would be to just put a limit to tanking mods on specific dropsuits. People won't like this and it's counter to the emergent gameplay aspect of the game.
And yes you could make both armor and shield tanking cause a speed penalty, however that is counter to currently understood mechanics of how the various factions develop their equipment as well as a serious change to the META of the gameplay.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
305
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Posted - 2014.11.20 16:07:00 -
[160] - Quote
Sorry CCP but this purposed fixed seems to be too bloated and leaves way too many loopholes. It is good that you recognise straffing is an issue but your solution is overly complicated and both sides are pretty much agreeing that this would not work.
Why don't you directly deal with the issue by tweeking each suits strafe speed? just lower every suits strafe by X% and see were that leaves us.
BTW myofibs need love I agree, but adding back to the problem just is plain broken logic.
TLDR- address the issue at the source.
Sage /thread
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 16:07:00 -
[161] - Quote
Vrain Matari wrote:Alaika Arbosa wrote:Vrain Matari wrote: Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
I've always hoped for Dust to be a Sci-Fi Military Sim/MMOFPS not a Sci-Fi Arcade shooter. Also, strafing isn't about personal skill, it is about wiggling joysticks around and thinking that it is a display of skill. I would hope that strategy would be more important than that. As it is now, all strafing encourages strategy wise is "run around from place to place wiggling and twitching my way to a high KDR, **** helping my team I'm here for the kills". At least that is my impression of it given what I have seen in my time here. In truth, strategy is neutral wrt the presence of strafing mechanics or not. The better strategist/logistician/team will always win. The existence of strafing simply expands the tactical envelope. And if you honestly believe that strafing/gungame is not a skill...i dunno what to say, it seem obvious to me. Sorry, IMHO, Strafing is an attempt by AD/HD kids to validate their hyperactivity.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Sylwester Dziewiecki
Interregnum.
431
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Posted - 2014.11.20 16:08:00 -
[162] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few. I hope that you guys consider adding weight/mass to all modules.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Jadd Hatchen
KILL-EM-QUICK
660
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Posted - 2014.11.20 16:11:00 -
[163] - Quote
Kensai Dragon wrote:Shields should carry some kind of balancing penalty, not sure it should be speed though. The increased sig radius in eve, is that the equivalent to hit box or profile in Dust?
It's more equivalent to hitbox because sig affects both the ability to track and hit a target as well and increasing the amount of effective damage that target takes when it does get hit.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 16:14:00 -
[164] - Quote
Jadd Hatchen wrote:Kensai Dragon wrote:Shields should carry some kind of balancing penalty, not sure it should be speed though. The increased sig radius in eve, is that the equivalent to hit box or profile in Dust? It's more equivalent to hitbox because sig affects both the ability to track and hit a target as well and increasing the amount of effective damage that target takes when it does get hit. Increasing hitbox seems too heavy handed, Sig Profile on the other hand seems to fit more if you ask me.
If you're generating all of that power necessary to generate/modify the extra shields, it stands to reason that you'd be easier to scan down.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Jadd Hatchen
KILL-EM-QUICK
660
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Posted - 2014.11.20 16:15:00 -
[165] - Quote
Meeko Fent wrote:Can we stop applying EVELogic to DUST?
Please? I'm sure the Army's strategy and gear it uses is different in use and philosophy then The navy.
Infantry troops and tanks=/= Battleships.
It's not an army versus navy thing (and besides which for budget reasons they are all "combined arms" anyways now so they utilize the same resources in many cases). It's about staying with the lore of the game so that players will know that when they choose to be an Amarr toon, then they know that they will be using lasers and armor as opposed to using random things that have no immediate sense to them.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 16:17:00 -
[166] - Quote
Breakin Stuff wrote:It's something that breaks hit detection.
That's not skill that's a mechanical exploit dependent upon poor base mechanics and lag. Lag/hit detection are completely separate technical issues. Whether one likes skill-based strafing gunplay is a different question.
Are we saying we need to nerf lateral movement(again) in DUST because the game engine can't handle it? Fine, if that's the case there not much we can do about it.
Are we going to keep these anti-strafing anti-gungame mechanics if/when we move to Legion or whatever the next incarnation of DUST will be?
PSN: RationalSpark
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
195
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Posted - 2014.11.20 16:24:00 -
[167] - Quote
Francois Sanchez wrote:Adding penalty to shield extenders and not to ferroscale plates isn't right as ferroscale give you more HP than equal tier exenders (that btw use much more CPU PG) Moreover that penalty to shield extenders doesn' t make sense, an ewar penakty would be more logical. I know strafing cal scout is BS but you're not attacking the right problem, the true problem is that the Cal scout hitbox is broken and all light and medium suits base strafe speeds are way too high (or add inertia)
this is true |
Vitantur Nothus
Nos Nothi
483
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Posted - 2014.11.20 16:31:00 -
[168] - Quote
Vrain Matari wrote:Whether one likes skill-based strafing gunplay is a different question.
Which of the following more aptly describes the state of strafing in Dust 514?
A) Moving deliberately in attempt to throw an opponent's aim. B) Spraying frantically while mashing ADAD or wiggling thumb. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 16:38:00 -
[169] - Quote
Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Kensai Dragon
Dust University Ivy League
93
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Posted - 2014.11.20 16:42:00 -
[170] - Quote
Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod
Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 16:44:00 -
[171] - Quote
Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. So aim/rate of fire is gungame?
Cause that is what your example is telling me
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Kensai Dragon
Dust University Ivy League
93
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Posted - 2014.11.20 16:47:00 -
[172] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. So aim/rate of fire is gungame? Cause that is what your example is telling me
It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent.
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
505
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Posted - 2014.11.20 16:47:00 -
[173] - Quote
CCP Rattati wrote:Assault speed reductionl. I sure hope you have some cool ass shht planned for assaults! Every time I think I'm ready to skill into them I read something like this and say NAH.
AKA - StarVenger
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Jadd Hatchen
KILL-EM-QUICK
660
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Posted - 2014.11.20 16:47:00 -
[174] - Quote
Vrain Matari wrote:This discussion is honestly reminding me of the multi-thread multi-page battles we had back in the Mordu's forums.
I think one of the punchlines from those bone-crushing forum battles was realistic physics is nice but it messes with what many peeps expect from an FPS. Personally i love torque and rotational inertia, but that kind of realism sucks for kb/m players. It's not a matter of right or wrong it's a question of what do we want the game to be?
Right at the core of that question lies strafing/bunnyhopping and gungame. Some need it to make the game have any meaning at all as a competitive shooter, some despise it as unrealistic and ridiculous. It's a fundamental culture clash that can't be resolved to everyones' satisfaction.
But strafing/gungame does require genuine player skill. Anybody who can't admit this is in deep denial. DUST, because it is designed as an asymmetric shooter with passive skills and tiered gear, only serves to further exacerbate the culture clash between these groups.
Forget the lore and rationalizations. Rattai is proposing a tradeoff: more ehp means less strafe, end of story.
Is this acceptable?
For me the answer is yes, so long as the effect isn't too big.
And for me the answer is only a partial yes and only if the other half is implemented too... That being that armor has the nerf to strafe effect as proposed, but shields should instead increase ewar sig or increases hitbox size or both.
Why? Why have any difference between shields and armor at all? Why not just remove shields altogether and just tell everyone that if you want more HP you use armor only? Because there is supposed to be a difference in style is why!!! This is not BF3 or CoD etc. This is DUST514 where you give different tools to the players that have different effects and let the players decide how they wish to use them. If you make both shields and armor the same penalties then what's the point? No real choice anymore. So you make armor give the speed/strafe penalties and make shields have some OTHER DIFFERENT penalty and this gives the player a choice in which way they want to used it.
The secondary effect is that if there are DIFFERENT penalties for doing shield and armor tanking, then it gets rid of the DUAL TANK PHILOSOPHY that DUST514 somehow has... Because if armor reduces speed/strafe and shields makes your sig bloom, then you realize that doing both only incurs both drawbacks and is inefficient!
Oh look, we kill two birds with one stone! We remove brick tanking AND make it less likely to dual tank in one fix!!!!
Seriously, the reason we keep quoting EVE solutions for similar problems in this game is because EVE has 10+ years of developmental experience over what DUST 514 has. EVE has already figured out a lot of the game science behind the why's and wherefore's of this stuff. So why reinvent the wheel?
Are you reading this CCP RATTATAI? I hope you are, because THIS^^^^^ is the reason why applying the same drawback to two different systems is BAD for this game.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2240
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Posted - 2014.11.20 16:48:00 -
[175] - Quote
Kensai Dragon wrote:Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. So aim/rate of fire is gungame? Cause that is what your example is telling me It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent. So it is something nebulous that is easily attributed to luck?
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2207
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Posted - 2014.11.20 17:18:00 -
[176] - Quote
Gonna say it again.
1. Double the penalties for stacking health on light frames.
2. Change shield extender penalty to a scan profile penalty.
3. Add in a "ferroscale" shield extender with less HP but no profile penalty for CalScouts.
Proof that Rattati/CCP do listen to the playerbase.
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Myron Kundera
The Generals
108
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Posted - 2014.11.20 17:18:00 -
[177] - Quote
Hehehehe, this is a M/KB user nerf. We all know those guys overbenefit from strafing speed.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Kensai Dragon
Dust University Ivy League
93
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Posted - 2014.11.20 17:21:00 -
[178] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent. So it is something nebulous that is easily attributed to luck?
Sometimes, especially if it's the other guy who got lucky, but never if you're the lucky one, lol Also sometimes used as troll bait. Like I said, it's a catch all. If I use cover more effectively and pick you off, it's gun game. If I move/strafe and kill you first, it's gun game. Anything I can do well is gun game. If you do it well, it's only gun game when I approve of the style, lol
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Jadd Hatchen
KILL-EM-QUICK
661
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Posted - 2014.11.20 17:22:00 -
[179] - Quote
So just to sum up the reasons why doing this change to BOTH armor and shields is bad...
1 - If you give both armor and shields the same penalty, you take choices and options for emergent gamplay away from the players.
2 - If you give both armor and shields the same penalty, then you make dual tanking more viable as an option.
3 - Why have a difference between shields and armor to begin with? Why not combine them and make them the same then?
4 - Making them the same takes away some of the "flavor" or differences in the different factions... again, why have different factions if they are the same?
5 - It doesn't address the real problem which is that scouts have a combination of small hitbox with faster speeds and can still HP tank on top of that. Combine that with the failures in lag/latency/hit-detection in this game as well as the limitations of a PS3 controller and you created the "perfect storm" of OP'ness that has created this issue.
Fix ideas:
1 - Change the hitbox on scouts.
2 - Implement speed/strafe penaltyfor armor tank mods, but at the same time implement EWAR/hitbox penalty for shield tank mods.
3 - Reduce racial base speeds for suits to effectively nerf this issue... again until the next time it creeps back into the game.
4 - Add in a new mechanic where damage done is reduced the faster you are moving... As in if you stand still and hit your target then you get maximum damage potential, but if you are moving/strafing at high speeds, then your damage gets reduced by up to 50% max when you do score a hit.
5 - Right now people are favoring the EWAR only penalty for shields, but I doubt that alone will fix the issue completely as they will still be able to move super fast in close ranges and dance dance their way to shotgunning heaven.
There's probably more, but this is a better start at the issue rather than what you guys are already implementing because I know that at the point you've started these discussions here on the forums, you've already gone through multiple meetings etc back at the offices in Shanghai and have already decided that this is the path you are going to use anyways unless a HGUE issue is found.
Well CCP Rattati, this is us the playerbase telling you that there *IS* a HUGE issue with applying the SAME PENALTY to both armor tanking AND shield tanking.
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Kensai Dragon
Dust University Ivy League
93
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Posted - 2014.11.20 17:26:00 -
[180] - Quote
Jadd Hatchen wrote:So just to sum up the reasons why doing this change to BOTH armor and shields is bad...
1 - If you give both armor and shields the same penalty, you take choices and options for emergent gamplay away from the players.
2 - If you give both armor and shields the same penalty, then you make dual tanking more viable as an option.
3 - Why have a difference between shields and armor to begin with? Why not combine them and make them the same then?
4 - Making them the same takes away some of the "flavor" or differences in the different factions... again, why have different factions if they are the same?
5 - It doesn't address the real problem which is that scouts have a combination of small hitbox with faster speeds and can still HP tank on top of that. Combine that with the failures in lag/latency/hit-detection in this game as well as the limitations of a PS3 controller and you created the "perfect storm" of OP'ness that has created this issue.
Fix ideas:
1 - Change the hitbox on scouts.
2 - Implement speed/strafe penaltyfor armor tank mods, but at the same time implement EWAR/hitbox penalty for shield tank mods.
3 - Reduce racial base speeds for suits to effectively nerf this issue... again until the next time it creeps back into the game.
4 - Add in a new mechanic where damage done is reduced the faster you are moving... As in if you stand still and hit your target then you get maximum damage potential, but if you are moving/strafing at high speeds, then your damage gets reduced by up to 50% max when you do score a hit.
5 - Right now people are favoring the EWAR only penalty for shields, but I doubt that alone will fix the issue completely as they will still be able to move super fast in close ranges and dance dance their way to shotgunning heaven.
There's probably more, but this is a better start at the issue rather than what you guys are already implementing because I know that at the point you've started these discussions here on the forums, you've already gone through multiple meetings etc back at the offices in Shanghai and have already decided that this is the path you are going to use anyways unless a HGUE issue is found.
Well CCP Rattati, this is us the playerbase telling you that there *IS* a HUGE issue with applying the SAME PENALTY to both armor tanking AND shield tanking.
^^^THIS^^^ Excellent summary |
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