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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
iWanderer
PT-BR
24
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Posted - 2014.12.10 14:55:00 -
[1] - Quote
Did not understand this: " Stacking Hit Point Modules"? Stacking penalty to damage mods or what?
"Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts"
Changing the armour values is going to affect Gallente, should be something like 75/95/110 and see how that goes.
Strafe penalty only, if the same for shields, or else again, it affects more Gallente then eveyone else. |
iWanderer
PT-BR
24
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Posted - 2014.12.10 15:06:00 -
[2] - Quote
Drecain Midular wrote:About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more..
A rifle kick on the TAC AR would be ridiculous, missing the whole point of the weapon. Might as well then kill it off for good...
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iWanderer
PT-BR
24
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Posted - 2014.12.10 15:18:00 -
[3] - Quote
Not sure we can add things to the ECHO list but in my opinion, Warpoints for non-squad scanners should be implemented, as already requested in:
https://forums.dust514.com/default.aspx?g=posts&m=2499307#post2499307
and
https://forums.dust514.com/default.aspx?g=posts&m=2499296#post2499296
Nothing big, but something for the Gallente logi who gets nothing for being team player for his special skill. Proposed values : In or out of a squad, you get: 2 WP for equipment destroyed, 5 WP for team kill assist, 10WP for squad kill assist 20WP to 35WP for confirmed kill. Say 20 for team kill, 35 for squad kill.
If you can do the Guardian points it should not be hard to implement this. |
iWanderer
PT-BR
27
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Posted - 2014.12.15 16:54:00 -
[4] - Quote
Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101.
I have mentioned this before. If this were our universe, armor makes you slower, more heavy (done) and shields make you more electronically visible or more power consuming. The duality of the most opposing forces, Gallente and Caldari should always be seen with caution. So for now, armor plates make you have more hp but more heavy, more slower, and once suggested worse profile.
Balance is about leveling things up, not changing only one. Balance armor versus shields, per suit, per tier, per race all combined to achieve balance. I made a sheet once when the armor reps where given to all suits. It showed many factors combined per suit per race. https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/view This is not updated but you can get the general idea of desired balance at the time. Factor in armor plates and shields and work out the balance. I don-Št have the time at the moment. Note, the sheet does not contemplate the speed penalty for armor that does not exist for shields...
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