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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
81
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Posted - 2014.12.12 10:36:00 -
[301] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? The Breach Mass Driver should have more splash damage than the normal variant.
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Cat Merc
Fatal Absolution General Tso's Alliance
13763
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Posted - 2014.12.12 11:04:00 -
[302] - 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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 11:14:00 -
[303] - Quote
Jacques Cayton II wrote: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? Yea they should. Look at shield extenders low hp with a deadly stacking penalty to regen which forces you to put regulators on. Every module needs a stacking penalty. And sadly ferros should to. Since they are armor plates two possibilities 1 slow down slightly or 2 more cpu pg
No they shouldn't . Look at armor high hp but with a even deadlier stacking penalty to movement speed which forces you to put nothing on because nothing is available. Every module doesn't need a stacking penalty. And sadly ferros shouldn't . Since they are armor plates similar to some that exist in EVE that sacrifice hp for speed, also armor isn't stacked the same as shields so nerfing the hp of armor would nerf all buy the most basic and unimaginative of fits.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 11:17:00 -
[304] - Quote
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.
supercalifragilisticexpialidocious
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Ripley Riley
Incorruptibles
5579
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Posted - 2014.12.12 11:51:00 -
[305] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? AScR has no stopping power. I am recommending a modest damage increase.
My advice to you, playa...
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 11:56:00 -
[306] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Change the weapon prof bonus skill to %damage at 1 or 2% per level, this makes it so weapons don't hit brick walls. Something shield weapons suffer from, along with the combat rifles.
supercalifragilisticexpialidocious
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
121
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Posted - 2014.12.12 11:58:00 -
[307] - Quote
YES HUGE BUFF TO MY DUVOLLE TAR. EVERYONEONE SHALL FEAR ME EVEN MORE=ƒÿê=ƒÿê=ƒÿê
48th Special Operations Force.
"Alone, we are lethal, but as a team, we dominate"
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Valor Goat
102
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Posted - 2014.12.12 12:15:00 -
[308] - Quote
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.
1EE7
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Spademan
Fatal Absolution General Tso's Alliance
4993
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Posted - 2014.12.12 12:16:00 -
[309] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I use the Burst from time to time, and often times I find that I just can't put someone down with it. I can hit and hurt them pretty well, but if someone else is around the kill generally goes to them, if not then I'm going down. The only thing I can think of really is a slight damage buff
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 12:18:00 -
[310] - Quote
Valor Goat wrote: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.
No it's not....
supercalifragilisticexpialidocious
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Foundation Seldon
Molon Labe. General Tso's Alliance
796
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Posted - 2014.12.12 12:19:00 -
[311] - Quote
LLAV
I loved these things. The idea of a support "car" that could go around and help both infantry and vehicles alike sincerely appealed to me and was one of the first things I skilled into back in closed beta. This topic, as such, is an important one to me. It's hard to give specific feedback on the return of LLAVs without any sort of insight on the direction you're taking them with respect to bonuses and the mechanics that will have been added to the game with their inclusion. But I'll list some things that immediately come to mind when thinking about re-incorporating them to the game
- Increased slot number - LAVs have, by far, the least amount of fitting diversity out of any class of vehicle in the game.
- Tweaked Logistics Modules - Going the Nanohive/Area of Effect model would certainly be the easiest way to handle this without having to significantly revise the way the old targetting system worked. It'd also potentially give Dropships a means of activating them without further complicating their control scheme. The former system would need to be revised in a way that severely decreases the lock time on an object and/or auto-targets any nearby vehicle/infantry and allows you to toggle between other nearby targets before giving the person the ability to commit to activating the module. I'd actually prefer the latter approach if possible just because, from an aesthetic point of view, shooting blue lightning from my car into a friendly vehicle or infantry person was awesome.
- Vehicles have changed a LOT since the LLAV's removal from the game. Before it made sense from a design perspective to give the logistics modules a repair/healing functionality because of the way the old armor repairs / shield booster operated. There was always a potentially significant amount of time that a vehicle, after an engagement, was left in its damaged state so in that interim a LLAV could roll up and immediately top off their HP values before going away and running over half the enemy team again. In today's game the amount of time it takes for a damaged vehicle to reach full health again is quite short so the Logistic Modules would be inherently less useful unless tied to its vehicle/infantry dude during the course of an entire engagement, the effect it has thus would need to be more significant during these times I believe.
- Long Cooldown vs. Short Cooldown on Logistics Modules. Something to be considered.
- Infantry Targeted LLAV - It's worth noting that the Saga model can easily fit into enclosed spaces on certain maps. If given the opportunity I will in fact drive my car into a hallway to heal my Heavy and if the Infantry based LLAV modules are significantly more powerful than their infantry counterparts then he will be invincible and I will laugh maniacally.
Additional Logistics Module Functions to consider : Increased Attack Power on Vehicle/Infantry Target (Red Lightning!) Resupply of Ammo on Infantry/Vehicle Target (This is boring though, should be a side effect not a focus!) Increased Resistance Bonuses on Vehicle Target
Vehicle Modules : Active/Passive Heat Sinks Logistics Modules
Note About Shield Boosters : They still suck because in an engagement they'll often be interrupted by the next volley / attack from an enemy. So you'll go from a listed 1900 healed shields to 50 because they never had the chance to deliver their healing. This seriously effects the state of Shields v. Armor on the Vehicle front and, coupled with the fact that there aren't any useful utility based low slots akin to the Scanner/Nitrous, kinda contributes to why Shield vehicles (LAVs mostly) aren't so great in some respects.
Overdrives and the such are sort of pointless frankly, fitting restrictions are too high thanks to the slot layout on the vehicles for anyone to seriously use these over additional Tank.
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6713
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Posted - 2014.12.12 12:25:00 -
[312] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed.
Should it still be though I'd think that's be an impactful change.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 12:36:00 -
[313] - Quote
Sinboto Simmons wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed. Should it still be though I'd think that's be an impactful change. Or one more round like with the burst plasma rifle.
He isn't talking about the combat rifle
supercalifragilisticexpialidocious
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6715
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Posted - 2014.12.12 12:55:00 -
[314] - Quote
BL4CKST4R wrote:Sinboto Simmons wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed. Should it still be though I'd think that's be an impactful change. Or one more round like with the burst plasma rifle. He isn't talking about the combat rifle I've just realized that.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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GLOBAL fils'de RAGE
Consolidated Dust
76
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Posted - 2014.12.12 13:32:00 -
[315] - Quote
Thank you
I will enjoy "Tank Surfing" to a greater degree with the new AV RE's.
The Dragonfly Scout, the "true veteran's" suit of choice, needs some love. |
Jack McReady
DUST University Ivy League
1661
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Posted - 2014.12.12 14:09:00 -
[316] - Quote
TAR with 30 rounds... my galmando alt account uses the tar and it is already deadly, cant image the havoc it can cause with 30 rounds.
the plate nerf is not thought-out out well, with their values they arent in line with the rest of the plates. they were already not really worth using before unless in a heavy. if I am not mistaken the clever players already use ferroscales.
True Adamance wrote:
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.
real life tanks can switch ammo to shrapnell or high explosive rounds with delayed fuse and wipe out a bunker/building full of soldiers though.
conclusion => real life comparisons are not a good way to balance a game made for fun |
Gyn Wallace
OSG Planetary Operations Covert Intervention
161
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Posted - 2014.12.12 16:07:00 -
[317] - Quote
Mordecai Snake wrote:CCP Rattati wrote:Any users that want to get their weapons buffed? The Breach Mass Driver should have more splash damage than the normal variant. All MD variants should have 100% vehicle efficiency.
+1
Aside from trying it out, I never use the breach MD. I'd consider using a MD with a smaller splash radius, if it did more, rather than less splash damage. If it did 150% of the normal MD splash damage, in a smaller radius, at the same rate of fire, I'd even give up two rounds from the magazine, i.e.
4shot MD, reduced splash area, 150% splash damage per shot. Concentrating the same total damage as 6 shots from a normal MD into 2/3rs the time, and into a smaller area.
This, or the suggestion for faster travel time (with the same arc) would allow me to shoot someone hacking an objective, without them finishing the hack and running away, before enough of my rounds travel to them.
The Dust/Eve Isk Exchange Thread
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zzZaXxx
The Exemplars
696
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Posted - 2014.12.12 17:32:00 -
[318] - Quote
Feedback on ASCR: It's range, clip size, and good accuracy when properly bursted (and, alternatively, good suppressive power when held on full auto) are it's strengths and what gives it some identity. It lacks, of course, finishing power against armor....but the armor meta will change some with hp changes. I still say laser's damage profile is broken. I don't see why you won't acknowledge that. Imagine if CR was +/-20%. It would be broken.
Please just change the damage profile and then balance SCR. Laser rifle will be fine. It needs a little buff in fact. People want to use Amarr weapons but get sick of just stripping shields so others can finish off targets. Please open your mind. I hope you will see that laser dmg profile is a relic of the past.
If you're unwilling to address this then maybe try increasing ASCR damage and heat build up. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1380
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Posted - 2014.12.12 17:41:00 -
[319] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
For context, I used the ASCR pretty exclusively since it came out before dropping it for the RR & ARR. (More on this in a sec)
The ASCR has a hungry resource cost (pg) and is very jittery when you fire not just vertical recoil. It is a laser rifle so having low to non-existent recoil makes more sense even if you trim the damage down a pretty fair amount. Generally the heat is very manageable and frankly the ADS reflex sight is extremely nice and probably should be a standard sight for other assault variants and the MagSec. Bottom line it just is second fiddle in most categories but it is pretty handy in general use...just not as much as the CR.
Ref the burst AR, I've been running that on my Gal Logi suits quite a bit lately...it handles well, good performance, but not as good as the CR. If you brought the range up a little a bit and if you increased the zoom then that might help a bit.
General note on ADS, assault variants having no zoom but a really solid aiming mechanism is ideal, having a bit of increased zoom and some type of scope will help quite a bit for nearly all other rifles.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Mr.Pepe Le Pew
Art.of.Death VP Gaming Alliance
13
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Posted - 2014.12.12 18:16:00 -
[320] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Leave the Breach AR as is. It is the ONLY competitive AR in the game, and maybe the exile XD. The burst AR scope feels outdated. The spread on the burst AR should be tightened up, at least when in ADS. The Duvolle AR is not effective at all. and the tactical needs a bigger clip. Thanks for your time.
CEO / Art.of.Death
We fight together now. We look forward to the future in Legion.
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Daddrobit
You Can Call Me Daddy
1217
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Posted - 2014.12.12 19:32:00 -
[321] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive?
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
As for the zoom on the Burst, I feel it actually needs to be reduced. As it is now with the TAR level of zoom, it gives a false sense that it's effective at the range it portrays when in reality when you fire on someone, it barely pings their shields.
Other than that, I believe that adding more bullets to the burst isn't necessarily the answer. Adding more per burst seems like it would just make it unwieldy. Without a ROF increase, people are just going to keep dodging half the burst and longer bursts will make it more awkward trying to get into a rhythm to keep firing without oversampling the weapon.
As for the AScR, there are a few things iffy on the weapon.
I personally use it a lot on my Minmatar Assault as it is indeed still a very good weapon and it synergizes well with a 100 round smg for finishing armor. However I think that due to it's high price point, armor meta, and moderate jostle, (because it really is more of a jostle than recoil) the few downsides it has is just enough of a thorn in the side of potential users that they just say, "Meh, I'd like to use it, but there are just other weapons out there that are more convenient."
Make a basic variant, (there really should be basic variants for everything tbqh) that way it allows a cheaper entry point for the weapon and give it an ever so very tiny damage buff, nothing like that 14% you recently game to the AR, I'm talking like 5% maximum. Leave the jostle, the weapon still has a very long range and not having laser efficiency at maximum range helps balance it. If you have to touch it there, only do it in tiny amounts.
Other than that, it really is just the armor meta hurting the weapon. Having a smallish damage per bullet accompanied by a 20% nerf to its efficiency in killing the most prevalent tank just makes it difficult to use.
O.G. Pink Fluffy Bunny
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Cat Merc
Fatal Absolution General Tso's Alliance
13772
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Posted - 2014.12.12 20:53:00 -
[322] - 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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Spectral Clone
Abandoned Privilege Top Men.
3369
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Posted - 2014.12.12 20:55:00 -
[323] - Quote
I dont want my weapon (ScR) buffed. I just want a Breach and Burst variant of it.
Also, multispectral laser beam colours.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Funkmaster Whale
Whale Pod
2589
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Posted - 2014.12.12 21:00:00 -
[324] - Quote
Rattati, if you really want to make the Burst AR competitive give it the same RoF as the Combat Rifle. Right now the Burst AR suffers from an awkward delay between shots that the CR doesn't as well as a damage profile that doesn't allow it to effectively kill Sentinels. Effectively killing a sentinel should be the benchmark of any weapon, and right now these weapons don't do this nearly as well as a CR, Rail Rifle, or Breach AR. Armor values are innately larger than shield values in 90% of scenarios, and so having a weapon that doesn't offer enough DPS to take down 1000+ armor Gal/Amarr Sentinels means it's not going to be used in PC where these suits are most often spammed.
The other big thing to consider as to why the Burst AR isn't used is that framerate has a direct correlation to rate of fire with semi-auto and burst-fire weapons. This is a huge impact on weapon performance when you consider that PC is typically by far the worst offender of framerate drops. I've been wanting to make a video of this to demonstrate this to you. As a side note, what does the data look like between the CR and the ACR in PC? Which one is used more, just curious? From my experiences, the ACR works fine in PC while the CR suffers from really bad lock-ups and reduced RoF because of framerate drops, and this in turn makes the weapon unusable in my eyes in these scenarios.
The TAR atm just suffers from under-appreciation due to being overshadowed by the Breach AR. Honestly, having used both there's nothing that the TAR seems to offer that the Breach doesn't. There's not enough long-range engagements that happen in this game to make consistently running a TAR appealing. Eventually most engagements converge into CQC because of the way objectives are mapped and having an unreliable CQC weapon in these situations plays into why it's not used as much. The framerate vs rate of fire also affects this weapon although quite not as much as burst-fire weapons. In normal conditions, a burst may take 0.2s to fire while in shoddy framerate conditions it may take 0.3-0.4 seconds. I'm just making up numbers, but this discrepancy between shots drastically affects DPS, ease-of-use, and ultimately appeal.
Follow me on Twitch.tv!
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Indy Strizer
Osmon Surveillance Caldari State
206
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Posted - 2014.12.12 21:31:00 -
[325] - Quote
Burst Assault Rifle: I noticed the muzzle flash was blinding me last time I was shooting and aiming with the scope.
Not sure if it's still the case, but it was pretty disorienting. |
Jadd Hatchen
KILL-EM-QUICK
696
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Posted - 2014.12.12 21:36:00 -
[326] - 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
First off... WHY THE HELL ARE YOU STILL INSISTING THAT REMOTE EXPLOSIVES ARE THROWN!!!! No where in RL or anywhere when dealing with such items are they EVER thrown around unless you have a freaking death-wish (and I'm pretty sure Charles Bronson doesn't play DUST514). That is for the domain of GRENADES (an explosive specifically meant to be thrown) and grenade launchers, mass drivers in this game. Remotes should always drop to the ground (or stick to a surface) right where you are at. Thus they become defensive (not offensive) and are used for traps ( I drop an RE as I run through a doorway while being chased and then blow it up on the people chasing me). But they should NEVER EVER EVER!!!! be thrown like they are now. Or else why the f**k have grenades and mass drivers!?!
Second, I like the idea of the strafe nerf on armor plates only, but where/what is the balance for the shield extenders? You have one half of a fix, but it won't work if you don't have the other half as well. So what is the fix for the shield extenders? And remember that that it MUST be a different penalty than the armor one or else you create a situation where there is no difference in using shields versus armor and then people are encouraged to "dual tank" and thus you loose that important choice-leads-to-consquence part of the game (ie emergent game-play). By only "nerfing" or penalizing one side and not the other you also screw up the meta balance of the game and that sort of change will take time to recover from. Instead of causing more issues, just implement the full fix rather than some interim fix. Doing half-fixes only f**ks with the players and makes them angry.
Oh and if you really REALLY want to encourage more and better squad-building and thus create a better social network within the game, then you must do this one HUGE thing...
ADD A FREAKING BLINKING ICON AT THE TOP RIGHT OF THE SCREEN WHENEVER SOMEONE TYPES **** INTO THE FREAKING CHAT CHANNELS DAMNIT!!! Then when someone in my corp/alliance/faction/whatever channel says LFS and I'm in a current battle, then I will still be able to respond to them and tell them to wait only 5 mins for the battle to finish or whatever and then we can invite them. What is the horrible HORRILBE use case right now for this scenario?
1 - I start a squad with one friend and I "advertise" my new squad in both squad finder and in my alliance chat. Meanwhile our 3rd friend who would want to join our squad is already in a public match from earlier and DOES NOT SEE my posting in the alliance chat channel (no flashing indicator).
2 - After waiting for up to 5 minutes we start a match as there are no responses (3rd friend is still in match and has no idea that his chat indicator back in his quarters are flashing let alone that we are even in the damn game.)
3 - While my squad is in a match, our 3rd friend finishes his match, returns to quarters and now sees my "advertisement" in alliance chat and then checks squad finder to try to join, but all squad finder tells him is "DEPLOYED" and no amount of time for deployment or anything useful at all.
4 - So the 3rd friend writes a response indicating that he wants to join the squad in the alliance chat and waits while we are still in a battle. He waits, up to 10 minutes and nothing happens because I'm still deployed in a match and have NO INDICATION THAT MY FRIEND HAS ASKED TO JOIN MY SQUAD!!! He starts to think that maybe I don't want him or am ignoring him, so he goes and either joins another squad or worse yet he decides that no one likes him and continues to play solo.
5 - My squad finishes the match, I get to quarters, I see the message he left for me (now over 10 minutes old) asking to join the squad. I try to invite him, but now HE"S DEPLOYED and unable to join my squad. And so the problem continues over and over and we waste huge amounts of time and nothing resolves and we miss out on social building and everyone becomes solo players and thinks that aspect of game SUCKS! |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1321
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Posted - 2014.12.12 21:57:00 -
[327] - Quote
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.
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
Scrambler Rifle The scrambler rifle needs a reduction to heat build up on non amarr assault suits. A 5-10% reduction in heat build up with a clip reduction to 35 would probably make it a more viable weapon on non amarr assault weapons without making it OP in any scenario (Amarr assault / Amarr commando / Other suits).
Assault Scrambler Rifle
The AScR is in a strange place. Its rate of fire, damage, heat build up, and damage profile makes it a rough weapon to use against all of the armor tanking on the field.
Some possible ideas include:
- Adjust the damage profile to increase armor damage and reduce shield damage. (Would probably require some adjustment to damage numbers)
- Increase the rate of fire by a small margin (also include a clip increase and matching ammo increase)
- Adjust dispersion even more (the last round did wonders for the weapon it may just need a touch more tweaking)
It simply takes too much time and ammo to get through all the armor tank on the field these days. Personally I think an adjustment to the damage profile would be the best move. |
Funkmaster Whale
Whale Pod
2593
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Posted - 2014.12.12 22:23:00 -
[328] - Quote
What if we changed Damage Mods back to 3/5/10% but instead of flat damage you could split them into +armor or +shield damage. This would be a step in allowing more free form customization of weapons and would allow you to actively and dynamically counter "armor meta" more effectively despite you only having skilled in an ScR or whatever.
I would absolutely love to put +shield damage mods on a CR or +armor damage mods on an AR.
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Vordred Knight
T.H.I.R.D R.O.C.K
546
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Posted - 2014.12.12 22:26:00 -
[329] - Quote
Funkmaster Whale wrote:What if we changed Damage Mods back to 3/5/10% but instead of flat damage you could split them into +armor or +shield damage. This would be a step in allowing more free form customization of weapons and would allow you to actively and dynamically counter "armor meta" more effectively despite you only having skilled in an ScR or whatever.
I would absolutely love to put +shield damage mods on a CR or +armor damage mods on an AR. I love this idea
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Savage Mangler
Molon Labe. General Tso's Alliance
220
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Posted - 2014.12.12 22:33:00 -
[330] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I've been using the AScR a lot these last couple days both on my alt and on my main, so I can offer some insight amd opinion about it.
1: Visually it feels weak. Spamming R1 with a regular ScR feels like you unleashed something dangerous, the beams are readily apparent and look like it would punch through shield and armor. The AScR feels like I'm pelting someone with an airsoft gun. It only shoots tracers every second or third shot and they look underwhelming. A color change would give the weapon distinction and making the rounds more apparent would make the weapon more satisfying to use.
2 :Damage. Before I go further let's have a comparison
Gek-38: 35.684 vs shields, 29.194 vs armor. 800 rpm.
CRD-9: 40.92 vs shields, 27.28 vs armor. 705.88 rpm.
Against shields the AScR will out dps the AR but not by much. When against armor however the lower rof of the AScR causes a much greater difference between the two. As much as the munchkin in me would like a straight buff to damage, the best way to buff the AScR would be a rof increase to bring it closer to the AR.
That's pretty much all I got off the top of my head.
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