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Thread Statistics | Show CCP posts - 12 post(s) |
Valor Goat
44
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Posted - 2014.12.09 10:26:00 -
[1] - Quote
"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.
"Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio"
I would instantly advice a RoF nerf as a consequence of this because otherwise we are gonna see everyone using the TAR with modded controllers (once again). Or just put it down to 24 from 30.
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Valor Goat
44
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Posted - 2014.12.09 10:28:00 -
[2] - Quote
pagl1u M wrote:jade gamester wrote:pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Are you blind? Show me how they are nerfing sentinels and I'll happily call myself a retrad. PS if you are talking about that nerf to plates I ll laugh at you Agreed, heavies are pretty much getting indirect buffs in both 1.1 and Hotfix Echo.
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Valor Goat
48
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Posted - 2014.12.09 11:01:00 -
[3] - Quote
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.
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Valor Goat
48
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Posted - 2014.12.09 11:24:00 -
[4] - Quote
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.
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Valor Goat
49
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Posted - 2014.12.09 12:13:00 -
[5] - Quote
Cat Merc wrote: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. No @ kin cats. Stay slow bae.
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Valor Goat
51
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Posted - 2014.12.09 12:26:00 -
[6] - Quote
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.
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Valor Goat
51
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Posted - 2014.12.09 12:34:00 -
[7] - Quote
BL4CKST4R 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. Because they shouldn't be nerfed? Is anybody using plates with ferros on this state?
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Valor Goat
51
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Posted - 2014.12.09 12:52:00 -
[8] - Quote
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.
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Valor Goat
51
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Posted - 2014.12.09 12:54:00 -
[9] - Quote
Vitantur Nothus wrote:How are Heavies and HMGs not on the list?
Suggestions (not cumulative)
* Add 1/4 to 1/2 second spool up time to HMG. * Invert explosive resistances, such that nades and mass drivers deal more damage. * Render HMG unwieldy unless ADS such that spin-spraying in CQC is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce range. I wish we would get even only one of these.
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Valor Goat
51
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Posted - 2014.12.09 12:55:00 -
[10] - Quote
Cat Merc wrote: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? I kinda agree, but even then, ferros and reactives need a nerf.
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Valor Goat
51
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Posted - 2014.12.09 13:09:00 -
[11] - Quote
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.
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Valor Goat
51
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Posted - 2014.12.09 13:16:00 -
[12] - Quote
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.
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Valor Goat
51
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Posted - 2014.12.09 13:43:00 -
[13] - Quote
Mobius Wyvern 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 Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit. Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker. If anything, I think we need to look at backing down the racial damage bonuses a little. My complaints about armor are not based on Calassault vs armor tankers. I can wreck an armor tanked dude anytime with my Cal assault, and I know how to fit the latter good. I repeat, it's just that I'm sick of the armor tanking meta, which has gone for far too long (we surely are in a better place compared to what it was, but it clearly isn't enough).
EDIT: I agree with you on that
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Valor Goat
54
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Posted - 2014.12.09 17:29:00 -
[14] - Quote
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
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Valor Goat
54
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Posted - 2014.12.09 17:38:00 -
[15] - Quote
Cat Merc wrote: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. 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, and moving slow is the cost for the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you).
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Valor Goat
59
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Posted - 2014.12.09 19:08:00 -
[16] - Quote
Derrith Erador wrote: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
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
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 Assault scrambler: I personally love this weapon, against shields. Which I almost never see, the new plate numbers may change that. Sadly derry, there are not gonna be more shield tankers due to that, as armor plates stackers will just swap them with ferroscales and reactives.Reducing the clip size on the scrambler isn't going to do crap. I usually overheat after like 20 or so on my Amarr assault. Same scenario on the BAR, 30 clip size is still going to shred. Reducing ROF or damage a bit would help though. Agreed, it should just get a slight damage nerf (4-5%), but instead of reducing RoF, putting into the weapon a whatever kind of recoil and kick, and increased dispersion.
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Valor Goat
61
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Posted - 2014.12.09 20:58:00 -
[17] - Quote
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
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Valor Goat
61
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Posted - 2014.12.09 21:07:00 -
[18] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: 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. Just for the record, the HMG wrecks CalAssaults as fast as it does to other assaults, -15% ain't much for 600 shields, so you can count it off or compensate it with the SG.
Combat rifle wrecks the armor, but nowhere as fast as ScR does with shields, and the latter being good againts armor too.
Breach AR is better than both ARR and RR.
For explosives, we have flux nades and lasers on us.
The Shotgun is anti-shield.
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Valor Goat
61
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Posted - 2014.12.09 21:12:00 -
[19] - Quote
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.
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Valor Goat
61
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Posted - 2014.12.09 21:16:00 -
[20] - Quote
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.
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Valor Goat
61
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Posted - 2014.12.09 21:22:00 -
[21] - Quote
Cat Merc wrote: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 Yes I guessed it lol, but your +10% -10% is better than his 20% -20% since you are both armored, so that's an advantage (which should be compensated though by the fact that the ScR makes the AR its slave). We're still talking about costant regenerating amarr assaults with 600-700 hp btw.
#Respect for using a duvolle instead of a CreoDron btw.
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Valor Goat
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Posted - 2014.12.09 22:14:00 -
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Stefan Stahl wrote:CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
[...]
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. 1. Be careful with the armor nerf. I support the notion, but I'd take slightly smaller steps. Before the last buff the basic armor plate had 65 hp I think. Nobody used armor. Then it was buffed to 85 hp. Everyone started stacking armor. Let's settle somewhere in between. I think the old progression was 65/85/110 hp at 5/8/10% movement penalty. If I remember correctly. I'm fairly certain, but please ask a second source on this. (I support the general idea because for one armor is right now straight up more powerful than shields, even in the face of anti-armor rifles and additionally the utility of all hp-modules currently surpases that of non-hp modules. The amount of hp that not-being-scanned compensates for is finite.) 2. The AScR is a one-trick pony. If the target has shields, it melts them. Otherwise it merely illuminates the direction the enemy needs to shoot at you ("Hello Mr. Amarr Sentinel. Please shoot this way."). If the armor nerf doesn't do the trick I'd suggest giving it a more balanced damage profile. 15/-15 would be my suggestion. ... P.S: I don't like how the AScR was the only topic not bolded in your post. Is that your subtle way of demoralizing those that like it?
I think everyone would agree on the ScR getting that profile
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Posted - 2014.12.10 01:30:00 -
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Y-BLOCK wrote:Scrambler Rifles
Assault- Buff zoom, and or, buff damage slightly. Other than that, I everything else I feel is on par.
Semi- Overrheating, still my main issue with it right now compared to pre-Delta. If you are reducing clip size, then lower the heat build up, or raise the Amarr Assault heat management bonus.! LOL, get good breh
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Posted - 2014.12.10 01:31:00 -
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hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Probably the most pointless "nerf" ever
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Posted - 2014.12.10 13:17:00 -
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Vitantur Nothus wrote:Crimson ShieId wrote:Why not up the HP values on shields a bit instead of simply knocking down armor plates? Increase the TTK and make everyone happy?
A "more HP" solution would do little to help with module imbalance or King HP. And a slight PG reduction to complex shield extenders as Caldari suits have low PG (except the Callogi because reasons), along with the fact that their stats compared to ADV shield extenders make them not worth the +16 HP.
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Posted - 2014.12.10 13:18:00 -
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Cat Merc wrote:Without an increase in fire rate, giving the Burst AR another shot per burst will just make it awkward to use.
I thought totally the same about that. Just give it more RoF and fix its damn hit detection, along with Duvolle's.
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Posted - 2014.12.10 13:23:00 -
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Rattati, many of us as of now agree that the TAR clip size buff is gonna make it quite OP and that the ScR's nerf is null.
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Posted - 2014.12.11 14:29:00 -
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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. Hell, no please.
If you can't stand strafing targets, unless they're Minmatar assaults (double tanked + more strafe than other assaults makes + kinda broken hitbox makes them fairly hard to kill when strafing), step your gun game up.
Reduce strafe speed and heavies will be even more pleased and spammed as well.
Plus you already had Caldari scouts' hitbox increased by a lot, and that was the main reference of complaint about strafing targets.
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Posted - 2014.12.11 23:34:00 -
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Jotun Izalaru wrote:Cat Merc wrote: So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
a 15 percent strafe decrease won't kill your ability to be a coward, i promise. it was doable back when it was actually 50% of base, and i think the guy suggesting change it to 50% now is pure crazytalk. backpedaling at 50%? maybe. i still think it'd be too much, strafing at that speed is ridiculous. Right now your strafe and backpedal is 90% of base, for the record. I think 75% would probably be fine - but Dust was a plain better game when it was 50%. it's too late to go back to that now, too much has been built on that mistake, but we can even it out. Are you implying that if one strafes on a gallente assault is a coward? Get good?
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Posted - 2014.12.11 23:37:00 -
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Stefan Stahl wrote:CCP Rattati wrote: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. In that context I keep forgetting to mention that the rifle's fitting requirements haven't yet been cleaned up since their performance was aligned: Here's a comparison of CPU and PG requirements: ADV: AScR: 48/12 AR: 47/6 ACR: 39/4 ARR: 41/12 PRO: AScR: 83/15 AR: 90/13 ACR: 78/8 ARR: 77/14 Can we get that fixed? Make sure all rifles of each tier require the same amount of total fitting cost ("CPU + 5 * PG") and then choose the CPU-PG-ratio based on the racial assault suit's capacity. This is not something to be fixed. If CCP is gonna do that, then they should reduce ARR's PG cost too, as Caldari is a CPU oriented suit.
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Posted - 2014.12.12 06:32:00 -
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Tesfa Alem wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster. Infantry weapons that do need a bit more love: - Ion Pistol - Normal AR - Lazer Rifle - Scrambler Pistol Bolt pistol still needs to be looked at. - Kalikiota Bolt Pistol does 251 damage per shot - Kalikiota Sniper Rifle does 221 damage per shot - Ishikune Sniper rifle does 250 damage per shot If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle? It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip. The breach ScP does too much damage as well. Nerf/Change BP along with Breach ScP.
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Posted - 2014.12.12 06:37:00 -
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Also, Rattati can you please look further at the ScR?
When you will finally get and consider that a Caldari assault has quite no chances to stand againts an Amarr assault due to mainly the ScR effectiveness, check this thread out to see potential changes to the ScR:
https://forums.dust514.com/default.aspx?g=posts&t=184071&find=unread Note that these are not cumulative and are object of discussion
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Posted - 2014.12.12 07:27:00 -
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Jacques Cayton II wrote:Vitantur Nothus wrote:How are Heavies and HMGs not on the list?
Suggestions (not cumulative)
* Add 1/4 to 1/2 second spool up time to HMG. * Invert explosive resistances such that nades and mass drivers deal more damage. * Render HMG unwieldy unless ADS such that spin-spraying is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce optimal and effective range. Dude just no. Just no. Heavies are probably the most balanced thing now since you can see them from 40m now. Smh They are balanced indeed, but the HMG isn't.
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Posted - 2014.12.12 12:15:00 -
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BL4CKST4R wrote:Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside Yeah because this scenario happens all the time , also your range is probably 30-40M, since the breach does almost half it's dps at that range. Also if your energized is only getting you from 30-45, it means your shield skills are low or you are using a non proto suit, if the guy you fight had 4 hives he is in a proto suit... Just saying. Breach AR's efficency is 100% at 60m range.
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