Lazer Fo Cused
Shining Flame Amarr Empire
171
|
Posted - 2014.12.09 10:37:00 -
[1] - Quote
Evan Gotabor wrote:For the remotes (it was about time), can't you make them sticky like for AV grenades ? When you throw an AV, there is an area when it can still hit the tank. Apply the same thing. For the short time a remote is -½-áin the air-á-+, make it be attracted by a vehicle in a specified range. If the remote touch the ground, then it stays on the ground. But of course delete the distance when you can throw equipment. When I want to put an uplink (or any equipment) on the ground, I don't really wan't to play freesbee with red guys in PC... As for vehicles, well IGÇÖve been asking and posting for a so long time that I think my eyes are fooling me .
1. Such a bad idea
2. With AV nades you can wildly miss and the auto aim on it makes it hit the tank, if you cant hit a tank with a nade you should quit |
Lazer Fo Cused
Shining Flame Amarr Empire
172
|
Posted - 2014.12.09 11:04:00 -
[2] - Quote
CCP Rattati wrote:We are working on a hotfix as a followup to 1.10, both to fix any issues as well as set us up well for the holidays.
These are our thoughts, but we will not be able to do all of them, based on the following Community feedback: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * High Hit Point scouts/assaults strafe speeds * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data * Missing Gear from Loyalty Store * Vehicles
New Packed Remote Explosive STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Various Increased Warbarge time to X from Y minutes for squadbuilding
Adding all racial frames and tiers to Loyalty Store
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
1. The ability to throw the RE should be stopped completely, infact it should be scrapped and replaced with 'Claymore' 1a. Possibly RE stays around as an anti vehicle weapon of sorts which still work as they do now but only on vehicles
2. Strafing penalties on shield is dumb, it should increase sig profile
3. LP store - Does that include ADS and also does it include all vehicles without pre fitted turrets because its hard enough to fit a madrugar with 2 small turrets on it already
4. New Packed Remote Explosive - BAD IDEA they are already thrown and are flying frisbees
Vehicles
5. Small and Large blaster dispersion should be removed, every second shot is a miss, it is down to luck if i hit no matter how good my aim is because its unfair for pilots to kill what they are aiming at
6. LAV WP - Not bad, 1 step closer to the APC i hope
7. Needed
8. A 60plate shouldnt be as heavy as a 120, also we need the 180plates back
9. GA LLAV - Armor based, following GA lore favours rep over plates, 2H/4L or 3H/3L - HP wise 500 shield and 3000 armor, slower than a standard LAV, if HP too high then it goes to what it used to be and not any lower which was 609 shield and 2597 armor
10. CA LLAV - Shield based, 4H/2L - HP wise 2500 shield and 750 armor, slower than standard LAV, if HP too high then it goes to what it used to be and not any lower which was 2100 shield 864 armor
11. Anti infantry small missiles - For me bigger radius so more splash damage than direct - numbers im guessing atm, 200 splash?
12. Anti vehicle small missiles - For me more direct damage and little splash - numbers im guessing atm, 500 direct?
13. Sagaris - Main Battle Tank in my eyes, Shield based, 5H/3L, 1000 armor and 5000 shield, slower than a standard tank, if HP too high then it goes to what it used to be and not any lower which was 1000 armor 3120 shield
14. Surya - Main Battle Tank in my eyes, Armor based, GA lore rep above tank, 3H/5L, 850shield and 5500armor, slower than a standard tank, old armor values for Surya are lower than Madrugar values now at 3480 armor btw, old stats 900 shield and 3480 armor
15. Modules - All the modules from chrome back - Power Diagnostic systems, Damage Controls, Heat sinks, Tracking Computers, Nanofibres, Hull modules, Torque mods, Passive Shield and Armor resistance plates, Active Armor reppers, Overdrives, Shield Rechargers, Armor and Shield Repair modules etc - More choice, more variety, more playstyles |
Lazer Fo Cused
Shining Flame Amarr Empire
207
|
Posted - 2014.12.11 15:14:00 -
[3] - Quote
Grimmiers wrote:Iron Wolf Saber wrote:I want Repair Small Turrets me and an lot of others asked for this. I would love to see it happen. Some modules brainstorming/changes
- Reactive vehicle armor plates
adds a small amount of armor and reps, but would boost repair rates from logi tools. It would have to be balanced around better logi tools and logi vehicles, but around 700 armor and 30% boost to repair tools with stacking penalties might work.
- Active armor repair unit
A tame version of the older active repair unit. Complex would repair around 200 armor a second. While active your movement speed decreases. Stacking modules would increase recharge time for each individual module.
- Passive armor repair unit
I want Heavy to heal 50~55~60 between the tiers for a start. They can use less cpu/pg so role of a triple repair armor tank can be to have more room for small turrets and high slot modules.They shouldn't be used to negate so much incoming damage that it's the missile tanks sole purpose to exist. Light armor repairs would heal 25~35~45 a second and also allow for a more hit and run play style where you can do damage, escape, and repair with a rep tool/depot I honestly think the last vehicle redesign was poorly done and the reason was there was no community insight. Everything was taken away and we were given a rock, paper scissors style only we have vehicle frames that can barely kill each other while other instagib. Vehicles need to be effective against infantry to give players a reason to go av. . Av damage can't be completely repped in 3 seconds. Av should be more focused on planning and using support equipment like variants of proxy mines and av grenades that have a status effects. Then there's large turrets that step on each other's roles and are counters to the stupid fits that can be made which turns all light vehicles into coffins. Small turrets still have broken dispersion/hit detection while moving as well and to my knowledge there were no attempts to really fix them. All rattati's changes to the small blaster are helpful, but are like putting a bandaid on a broken bone.
1. Active armor reps have never slowed down a tank yet and the old ones were fine with the HP they repaired and also they do not increase recharge time if you have more than one
2. Light passive armor reps should not be close to a heavy rep, what is the point of a heavy rep if a light rep can do the job just as well |