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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Cat Merc
Fatal Absolution General Tso's Alliance
13614
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Posted - 2014.12.09 11:43:00 -
[1] - Quote
I'll be completely honest. Armor plates were rarely used by me as is, I now see no reason to use them ever again.
They cost more PG, have a speed penalty, and now only give a marginal increase in HP compared to ferros and reactives.
Just my opinion, others might disagree, but even with current plates I only use them in edge cases.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
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Posted - 2014.12.09 11:53:00 -
[2] - Quote
Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty
You pay 14 CPU and 5PG for an extra 15HP and -3% penalty.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
|
Posted - 2014.12.09 11:57:00 -
[3] - Quote
Sinboto Simmons wrote:As much as many AV users will disagree (I believe) the return of the LLV and prototype HAV will go far in efforts to balance current AV vs vehicles of it's rank. As of now there's only standard and militia vehicles against all four tiers of AV. Vehicles are balanced to work against proto AV. They were also designed to have different roles, not a straight increase of power (tiercide).
This isn't a matter of STD vs PRO, it's a matter of no tiers vs PRO.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
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Posted - 2014.12.09 11:59:00 -
[4] - Quote
Valor Goat wrote:John Psi wrote:Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf. No, leave us shield tankers alone; we're already poor and wretched. Straight up bullshit.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13618
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Posted - 2014.12.09 12:00:00 -
[5] - Quote
Valor Goat wrote:Sinboto Simmons wrote:Valor Goat wrote:John Psi wrote:Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf. No, leave us shield tankers alone; we're already poor and wretched. Now, now, be diplomatic: you can have that if we get our lowslot damage mods.... Sir, we have a deal. As long as we get high slot kin cats and codebreakers.
I will kill every motherhumper in these forums if I lose one of TWO viable modules to put in high slots. Like seriously, we have nothing.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13619
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Posted - 2014.12.09 12:16:00 -
[6] - Quote
Valor Goat wrote: No @ kin cats. Stay slow bae.
Then stay low damage bae
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13620
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Posted - 2014.12.09 12:46:00 -
[7] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty You pay 14 CPU and 5PG for an extra 15HP and -3% penalty. I was referring to complex armor plates. Complex armor plates - 100 HP, 37 CPU and 12 PG, 5% speed penalty plus strafe penalty Complex ferroscale plates - 75 HP, 23 CPU and 8 PG, 0% penalty of any kind You pay 14 more CPU and 4 PG plus +5% speed penalty and you lose strafe for 25 HP. Just say you don't want your ferros nerfed - you know it's coming. You know if ferros get nerfed then shields will be OP, right? I have shown time and time again that both have their merits, this "shield UP" thing is pure and utter myth.
The only thing that shields are worse at than armor is HP stacking, and that's where sentinels excel. Now, consider that sentinels are 1/2 of the current suit meta along with scouts, and you would see why armor suits are common.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13620
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Posted - 2014.12.09 12:53:00 -
[8] - Quote
It seems that you nerfed complex plates the hardest Rattati. (25/30/35 STD/ADV/PRO) This really doesn't make sense, their penalty is the highest and they are the least used plates by anything that isn't a sentinel. (Even then, enhanced plates are very appealing).
Might want to normalize the nerf to 25HP per plate?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13620
|
Posted - 2014.12.09 12:57:00 -
[9] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty You pay 14 CPU and 5PG for an extra 15HP and -3% penalty. I was referring to complex armor plates. Complex armor plates - 100 HP, 37 CPU and 12 PG, 5% speed penalty plus strafe penalty Complex ferroscale plates - 75 HP, 23 CPU and 8 PG, 0% penalty of any kind You pay 14 more CPU and 4 PG plus +5% speed penalty and you lose strafe for 25 HP. Just say you don't want your ferros nerfed - you know it's coming. You know if ferros get nerfed then shields will be OP, right? I have shown time and time again that both have their merits, this "shield UP" thing is pure and utter myth. The only thing that shields are worse at than armor is HP stacking, and that's where sentinels excel. Now, consider that sentinels are 1/2 of the current suit meta along with scouts, and you would see why armor suits are common. Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated. I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP. Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module.
Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle
Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days)
Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:42:00 -
[10] - Quote
CCP Rattati wrote:I actually forgot to write the HMG nerf, in the form of heat, again.
Removing headshot bonus is actually something we can look at too, but that eliminates skill in heavy vs heavy. So many times am I bested by someone that knows how to aim, don't want to mess with that.
Managing heat is the way to go to reward skill, you want to get that window of opportunity during the animation to get your kill. Unless it's major, a heat change won't, again, do anything to counter the sentinel spam.
By major I'm talking 1.5-2 seconds less time to fire.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:44:00 -
[11] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP
Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:54:00 -
[12] - Quote
zzZaXxx wrote:Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. huh? I've seen my armor ticking under fire.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13624
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Posted - 2014.12.09 15:28:00 -
[13] - Quote
Meeko Fent wrote:BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta And fitting a shield suit as shield makes me substantially weaker for front lining. As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC. Which I have to do to take obbys effectively. They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with. The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will. "Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds.
Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you.
Armor cannot compete in the regen game, shields win at it big time.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13665
|
Posted - 2014.12.09 20:39:00 -
[14] - Quote
Spkr4theDead wrote:Cat Merc wrote:Sinboto Simmons wrote:As much as many AV users will disagree (I believe) the return of the LLV and prototype HAV will go far in efforts to balance current AV vs vehicles of it's rank. As of now there's only standard and militia vehicles against all four tiers of AV. Vehicles are balanced to work against proto AV. They were also designed to have different roles, not a straight increase of power (tiercide). This isn't a matter of STD vs PRO, it's a matter of no tiers vs PRO. AV was buffed to be an end-all solution against all vehicles. One set of Boundless proxies will take out any vehicle. Vehicles should be balanced to take out other vehicles. Let us whack the hell out of each other, and you go take an objective. Leave us alone, we'll leave you alone. It's when you try to take me out with AV that I put an HMG in your face. Just leave us alone. We don't tell you how to do your role, you shouldn't tell us how our role should work. So, basically, you want your own little battle in DUST that doesn't affect anything? Gotchya
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13665
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Posted - 2014.12.09 20:44:00 -
[15] - Quote
Valor Goat wrote:Cat Merc wrote:Meeko Fent wrote: And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
"Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, nor you are moving like a snail, but even then moving slow is compensated by the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you). So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol.
lel
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13665
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Posted - 2014.12.09 20:47:00 -
[16] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's. Your regen is free and powerful, you can supplement it with one energizer and one regulator and you're already far beyond anything an armor tanker can dream of, with only a small delay. If we wanna put it on the weapons section, armor gets -20% from ScR and -10% from Breach AR. That makes worth being +15% to the HMG buddy. 1 Shield HP > 1 Armor HP for sure, but 1hp/s armor >>> 1hp/s shield You do know you can't win this right? The MAJORITY of weapons are anti armor. HMG is just one of many, among them the Combat Rifle and Rail Rifle.
Also, that's why regs exist. With two regs and one energizer, a Cal Assault can top off its own health in a matter of seconds.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:10:00 -
[17] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Meeko Fent wrote: And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
"Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, nor you are moving like a snail, but even then moving slow is compensated by the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you). So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol. lel Yeah, with ADV fluxes, std SMG and compact nanohive I would make a gallente assault god-mode fit too. Honestly though I don't find the constant regen to be such a thing for the gal assault since it is more for speed than for HP, the assault I really struggle to kill because he keeps regenerating as I shoot him through his 650-700 armor is the amarr assault, and after having that 20-30hp/s with unexistent delay he can still triple mod his Viziam ScR and fit an allotek nanohive - while shield tanking makes it impossible to do. <--- these kind of situations are the first source of my crusade againts armor tanking, the only way to kill it is to either throw a core nade on his face (you won't have the time to do that, I mean, he has an ScR on his hands) or to put my gun game at MAX level Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP.
Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:12:00 -
[18] - Quote
Spkr4theDead wrote:Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote:Sinboto Simmons wrote:As much as many AV users will disagree (I believe) the return of the LLV and prototype HAV will go far in efforts to balance current AV vs vehicles of it's rank. As of now there's only standard and militia vehicles against all four tiers of AV. Vehicles are balanced to work against proto AV. They were also designed to have different roles, not a straight increase of power (tiercide). This isn't a matter of STD vs PRO, it's a matter of no tiers vs PRO. AV was buffed to be an end-all solution against all vehicles. One set of Boundless proxies will take out any vehicle. Vehicles should be balanced to take out other vehicles. Let us whack the hell out of each other, and you go take an objective. Leave us alone, we'll leave you alone. It's when you try to take me out with AV that I put an HMG in your face. Just leave us alone. We don't tell you how to do your role, you shouldn't tell us how our role should work. So, basically, you want your own little battle in DUST that doesn't affect anything? Gotchya Would you rather me have fun battling other vehicles, or make a match miserable for you? Those are the only choices, really. or OR We could have vehicles fulfill a battlefield role like, say, infantry support.
Then the vehicles providing infantry support will be hunted down by killer vehicles. Said killer vehicles will be hunted down by other killer vehicles.
Oh and look here, suddenly you both have a reason to exist on the battlefield, tanks fights, AND you aren't destroying infantry like it's nobody's business!
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:13:00 -
[19] - Quote
Valor Goat wrote:BL4CKST4R wrote:Valor Goat wrote:Cat Merc wrote:So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol. lel Yeah, with ADV fluxes, std SMG and compact nanohive I would make a gallente assault god-mode fit too. Honestly though I don't find the constant regen to be such a thing for the gal assault since it is more for speed than for HP, the assault I really struggle to kill because he keeps regenerating as I shoot him through his 650-700 armor is the amarr assault, and after having that 20-30hp/s with unexistent delay he can still triple mod his Viziam ScR and fit an allotek nanohive - while shield tanking makes it impossible to do. <--- these kind of situations are the first source of my crusade againts armor tanking, the only way to kill it is to either throw a core nade on his face (you won't have the time to do that, I mean, he has an ScR on his hands) or to put my gun game at MAX level Seems to me like your problem is with amarr suits not gallente suits, yet your armor witch hunt would not only nerf them but also gallente suits which are between balanced and UP. Indeed but that kind of assaults is a huge problem for Caldari Assaults that needs to be fixed. Btw, Caldari and gallente assaults both are hard mode, compared to amarr and double tanked minmatar. Targeting ferroscales and reactives would be the final nail in the coffin of Gal Assaults.
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:17:00 -
[20] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol. lel Yeah, with ADV fluxes, std SMG and compact nanohive I would make a gallente assault god-mode fit too. Honestly though I don't find the constant regen to be such a thing for the gal assault since it is more for speed than for HP, the assault I really struggle to kill because he keeps regenerating as I shoot him through his 650-700 armor is the amarr assault, and after having that 20-30hp/s with unexistent delay he can still triple mod his Viziam ScR and fit an allotek nanohive - while shield tanking makes it impossible to do. <--- these kind of situations are the first source of my crusade againts armor tanking, the only way to kill it is to either throw a core nade on his face (you won't have the time to do that, I mean, he has an ScR on his hands) or to put my gun game at MAX level Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP. Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor. I too sometimes kill them easy, but that's when they are in range and are low of stamina (so that they can't run in cover). The problem comes out mainly in CQC. Uhhh, that's where I engage them the most. I'm a Gal Assault with a Duvolle, engaging them at range is suicidal lol
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:27:00 -
[21] - Quote
True Adamance wrote:Cat Merc wrote:Spkr4theDead wrote:Cat Merc wrote:Sinboto Simmons wrote:As much as many AV users will disagree (I believe) the return of the LLV and prototype HAV will go far in efforts to balance current AV vs vehicles of it's rank. As of now there's only standard and militia vehicles against all four tiers of AV. Vehicles are balanced to work against proto AV. They were also designed to have different roles, not a straight increase of power (tiercide). This isn't a matter of STD vs PRO, it's a matter of no tiers vs PRO. AV was buffed to be an end-all solution against all vehicles. One set of Boundless proxies will take out any vehicle. Vehicles should be balanced to take out other vehicles. Let us whack the hell out of each other, and you go take an objective. Leave us alone, we'll leave you alone. It's when you try to take me out with AV that I put an HMG in your face. Just leave us alone. We don't tell you how to do your role, you shouldn't tell us how our role should work. So, basically, you want your own little battle in DUST that doesn't affect anything? Gotchya Cat he isn't wrong. The main gun of most modern battle tanks has been a large calibre cannon designed to apply the maximum amount of destructive force at a target or at an enemy vehicle. All HAV main guns should be designed first and foremost to take down another vehicle of similar or small size, with a focus on infantry second. However the value of such vehicles really should become apparent in the inter play between the two units. Tanks will require gunners to engage multiple smaller targets in cover....... kind of the reason tanks often have forward hull guns or machine guns on the cuppola, and in the escorting of friendly units across open ground.....as well as (what I perceive to be the most important part of my role) forcing the enemy to bring out anti vehicle fits for you infantry to **** up. Line battles for HAV should be entirely possible...... all of those scenes from Dust 514 trailers should be possible for vehicle users to attain. It's what we want....hell I don't know of another tanker who thinks of a successful battle in KDR..... we think in terms of potential ISK destroyed. You don't seem to understand me. I am all for vehicle weapons being primarily anti infantry.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
Feline overlord of all humans - CAT MERC
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Cat Merc
Fatal Absolution General Tso's Alliance
13701
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Posted - 2014.12.10 08:50:00 -
[22] - Quote
Without an increase in fire rate, giving the Burst AR another shot per burst will just make it awkward to use.
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Cat Merc
Fatal Absolution General Tso's Alliance
13730
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Posted - 2014.12.11 09:33:00 -
[23] - Quote
John Psi wrote:CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. 50 percent minimum, please. Mario gamestyle must die. Strafe+aimassist one of the worst things in dust514: long range role light infantry should not move to close and dance. So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
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Cat Merc
Fatal Absolution General Tso's Alliance
13731
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Posted - 2014.12.11 10:00:00 -
[24] - Quote
Pseudogenesis wrote:CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. Keep minnie scout strafe speed the same? The minnie scout isn't special.
Either all Minmatar and Gallente (Speed reliant races) are excluded from this change, or none are excluded.
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Cat Merc
Fatal Absolution General Tso's Alliance
13763
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Posted - 2014.12.12 11:04:00 -
[25] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Bursts should not last so long, since targets move, so you will just miss a few bullets from the burst.
Basically, the lower the ROF, the lower the amount of bullets in a burst.
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Cat Merc
Fatal Absolution General Tso's Alliance
13772
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Posted - 2014.12.12 20:53:00 -
[26] - Quote
So here's an idea.
Increase CR ROF to like 1600, reduce damage so that DPS will end up the same. Add a shot to the burst, and increase clip size so that damage per clip ends up the same.
Then basically copy the CR's current stats (minus the range and clip size) to the Burst AR.
Evidenced by the multiple balancing attempts for the Burst AR, finding a ROF, burst length and damage that doesn't trample over the CR while at the same time being usable and fun, is difficult.
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Cat Merc
Fatal Absolution General Tso's Alliance
13776
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Posted - 2014.12.12 23:27:00 -
[27] - Quote
We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+10, EM at +10/-10, Explosive at -10/+10.
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Cat Merc
Fatal Absolution General Tso's Alliance
13776
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Posted - 2014.12.12 23:35:00 -
[28] - Quote
BL4CKST4R wrote:Cat Merc wrote:We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+10, EM at +10/-10, Explosive at -10/+10. Did you mean for projectile to get a net 2.5%? No, that was a mistake.
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Cat Merc
Fatal Absolution General Tso's Alliance
13808
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Posted - 2014.12.13 21:15:00 -
[29] - Quote
May I suggest reducing the rate at which HMG's lose heat? Not the heat per shot (Though that needs to be increased), but rather how quickly the HMG losses the heat it gained?
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Cat Merc
Fatal Absolution General Tso's Alliance
13808
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Posted - 2014.12.13 21:17:00 -
[30] - Quote
Sir Dukey wrote:Cat Merc wrote:So here's an idea.
Increase CR ROF to like 1600, reduce damage so that DPS will end up the same. Add a shot to the burst, and increase clip size so that damage per clip ends up the same.
Then basically copy the CR's current stats (minus the range and clip size) to the Burst AR.
Evidenced by the multiple balancing attempts for the Burst AR, finding a ROF, burst length and damage that doesn't trample over the CR while at the same time being usable and fun, is difficult. Don't forget you will have to adjust the damage per clip with the CR. If it were to stay the same (clip size) , we would dishing out like 800 damage per clip. I did say increase clip size, didn't you see that?
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Cat Merc
Fatal Absolution General Tso's Alliance
13808
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Posted - 2014.12.13 21:18:00 -
[31] - Quote
Sir Dukey wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? The biggest problem with the CR is it's inability to get through shields added in with the fact that a lot of shot's do not connect on shields anyway. This was a huge buff to the Caldari sentinel. I would like a -10%/+10% shield/armor ratio. Also, the burst CR suffers really badly from lag, it's DPS goes way down to like 200 even with just a bit of lag. Weapons like the ScR can power through armor just because their DPS is so high but this isn't the case the the ACR, It's DPS being on the low end added in the the fact that it is -15% shields just makes it an absolutely terrible weapon. To tell you the truth, a lot of kills in PC with CR are probably because everybody in PC are running PG/CPU heavy equipment and CR and ACR are easier to fit than ScR, AR, RR ect. BTW- the SMG is harder to fit than the ACR. He was talking about the Assault Scrambler Rifle bud.
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Cat Merc
Fatal Absolution General Tso's Alliance
13815
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Posted - 2014.12.14 12:15:00 -
[32] - Quote
Cavani1EE7 wrote:CCP Rattati wrote:I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that. Are you saying that you are considering a native strafe nerf on armor suits? CCP Rattati wrote:I want players to use reactives and ferros so they will not be touched. Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff). Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP. 600 armor and 20hp/s vs 640 shields and 52hp/s with a couple of seconds of delay. Clearly armor needs nerfing.
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Cat Merc
Fatal Absolution General Tso's Alliance
13815
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Posted - 2014.12.14 12:28:00 -
[33] - Quote
Zaria Min Deir wrote:Cavani1EE7 wrote:Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP. So, your supporting evidence for saying armour is better is that shield tankers use armour mods too? Well, how about the fact that a majority of the Gal and Amarr suits out there will have a shield extender (or several) in their highs? Can confirm that all of my Gal Assaults use a minimum of one extender.
You cannot survive otherwise in the land of HMG.
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Cat Merc
Fatal Absolution General Tso's Alliance
13816
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Posted - 2014.12.14 13:19:00 -
[34] - Quote
BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly but higher in bigger cycles, for example an armor rep would do 8 hp in 3 seconds while a shield rep would do 3 hp in one. Then, like in EVE, we could have modules that lower the intervals for armor, we then move rechargers, death to regulators, to the low slot which would also end up increasing overall shield hp and now everybody is happy! You might also like this instead of nerfing hp stacking, https://forums.dust514.com/default.aspx?g=posts&m=2514287#post2514287 it is a lot more work to implement than just a raw hp stacking nerf but the end result of this would make the game so much fun! Interesting proposition.
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