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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
609
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Posted - 2014.12.21 23:31:00 -
[421] - Quote
Kallas Hallytyr wrote:BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly slower 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! This needs more attention. Passive shield regen and better armour regen would help the imbalances immensely. Shield and armor are completely different types of tanks. Shield tanks aren't supposed to be able to tank through immense amount of damage, they're supposed to be able to run in, do damage, and run out without exhausting their shields. If we do allow shields to be this similar to armor, then it makes the whole point of the system between armor and shields completely pointless.
Shield regen is already greater than armor reps, if passive shield regen is implemented shield suits would completely overshadow armor suits because of their ability to run effective dual regen tank. Yes, maybe shields do need a tad more resistance to armor based weapons, but completely overhauling the system, so that people who don't understand how to fit and run shield suits can prosper is not the way to go.
GimmeDatSuhWeet isk
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CHET CHEWS
Murphys-Law General Tso's Alliance
9
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Posted - 2014.12.21 23:40:00 -
[422] - Quote
gustavo acosta wrote:Kallas Hallytyr wrote:BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly slower 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! This needs more attention. Passive shield regen and better armour regen would help the imbalances immensely. Shield and armor are completely different types of tanks. Shield tanks aren't supposed to be able to tank through immense amount of damage, they're supposed to be able to run in, do damage, and run out without exhausting their shields. If we do allow shields to be this similar to armor, then it makes the whole point of the system between armor and shields completely pointless. Shield regen is already greater than armor reps, if passive shield regen is implemented shield suits would completely overshadow armor suits because of their ability to run effective dual regen tank. Yes, maybe shields do need a tad more resistance to armor based weapons, but completely overhauling the system, so that people who don't understand how to fit shield and run suits can prosper is not the way to go. Agreed, each type of tank depends on your playstyle
Almighty Shet shoes & Excellent lover
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Talon Paetznick II
Random Gunz RISE of LEGION
73
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Posted - 2014.12.22 05:10:00 -
[423] - Quote
CCP Rattati wrote:Strafe speed penalty of regular plates doubled on scouts Seems reasonable, I guess.
CCP Rattati wrote: * High Hit Point scouts/assaults strafe speeds I think we should wait how the changes for 1.10 work out before we keep hitting scouts with the nerfbat, to be honest. They are getting hit quite a lot lately.
I must agree at this rate scouts willl get nerfed back into 1.6 when rail rifles were tuning us into instant swiss we got the love we needed in terms of fitting resources in 1.8 I think everyone can agree with that
but cloaks were why we got nerfed so bad (yes I think they were OP) but once the scout was made a feasible roll people hated us. this is because YOU ARE SUPPOSED TO HATE US WE USE GUERRILLA TACTICS TO DEMORALIZE THE ENEMY. the entire playstyle of the scout is based around high burst DPS, and mobility, but with a very low combat sustainability (hard to survive consecutive confrontations)
scouts retain both the highest damadge and death potential used to it was more death than anything, now however people have come to hate the 1HK and our ability to evade in terms of ewar and combat (despite the fact that this is our role)
the biggest problem with scouts and their relation to others is the fact that we fight dirty and people refuse to accept this (we can only win by surprise and blitz)
we are meant to out move other suits exceed your ability to track our movements and kill your A** from behind and seriously a cloak is not that hard to spot If you are really that concerned put a precision enhancer on your suit and pay attention to your radar
this post is not for the sake of the hotfix but for the sake of the viability of the scout role as well as how players view them
here are some pearls of wisdom to invalidate the commonly used and faulty arguments
we can be killed It happens all the time my K/D rarely pushes 1.15 and I die alot so dont tell me that we dodge bullets becuase the problem is your aim
don't tell me we are like a ghost when we have cloaks because you have bad eyesight
don't tell me scouts are to fast for your HMG get off the couch and jog in the mourning so you can lose some weight and fit into an assault suit instead of killing people en mass from your comfort zone with your comfort food
and don't b**** when I take you from behind because face it do you honestly think I intend to play nice in the bloodstained playground of carnage that is new eden
above all quit complaining that scouts are instantly OP and are immortal, try running one and you will find that we are actually PAINFULLY AWARE of our mortality
I am scout and the bane of heavys since 1.6
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Kallas Hallytyr
Skullbreakers
1190
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Posted - 2014.12.22 12:37:00 -
[424] - Quote
gustavo acosta wrote:Shield and armor are completely different types of tanks. Shield tanks aren't supposed to be able to tank through immense amount of damage, they're supposed to be able to run in, do damage, and run out without exhausting their shields. If we do allow shields to be this similar to armor, then it makes the whole point of the system between armor and shields completely pointless.
Shield regen is already greater than armor reps, if passive shield regen is implemented shield suits would completely overshadow armor suits because of their ability to run effective dual regen tank. Yes, maybe shields do need a tad more resistance to armor based weapons, but completely overhauling the system, so that people who don't understand how to fit shield and run suits can prosper is not the way to go.
CHET CHEWS wrote:Agreed, each type of tank depends on your playstyle
Neither of you actually read what I quoted did you? You just jerked that knee like a boss...
Passive shield regen should be superior to armour regen. I never said, nor did BL4CKST4R, that shields should be repping through incoming fire and shrugging it off completely. And if either tanking style should do that, it's shields!
Anyway, shield regen is greater than armour regen in some ways (raw, base numbers) but is entirely insufficient as a 'style' (delays.) Quite frankly, I don't see how BL4CKST4R's idea is complicated: shields rep small amounts every second; armour reps regen a decent chunk every X seconds.
How is that complicated?! Delays are far more complicated, especially when you factor in bonuses/penalties!
Alt of Halla Murr. Sentinel.
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
611
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Posted - 2014.12.22 19:18:00 -
[425] - Quote
Kallas Hallytyr wrote: Neither of you actually read what I quoted did you? You just jerked that knee like a boss...
Passive shield regen should be superior to armour regen. I never said, nor did BL4CKST4R, that shields should be repping through incoming fire and shrugging it off completely. And if either tanking style should do that, it's shields!
Anyway, shield regen is greater than armour regen in some ways (raw, base numbers) but is entirely insufficient as a 'style' (delays.) Quite frankly, I don't see how BL4CKST4R's idea is complicated: shields rep small amounts every second; armour reps regen a decent chunk every X seconds.
How is that complicated?! Delays are far more complicated, especially when you factor in bonuses/penalties!
Passive shield regen is very superior to armor repair. So basically switching armor reps to a non-delay version of shields, and switching shields to armor type regen.
Why? The current system is fine, it's just that people don't understand how to run and fit shield suits.
GimmeDatSuhWeet isk
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Kallas Hallytyr
Skullbreakers
1196
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Posted - 2014.12.22 23:47:00 -
[426] - Quote
gustavo acosta wrote:Why? The current system is fine, it's just that people don't understand how to run and fit shield suits. Why? Because shield suits are inferior in almost every way: - regeneration is higher, but initially a lot slower, making reengagement times very high - regeneration is stopped entirely by the slightest damage, making armour regen fear superior: pop out, poke their shields, hide and continue armour regen - buffer is lower in almost every case, making shields need higher alpha - which armour suits do better because of high slot damage mods.
Essentially, there is no good reason to not change it to a better system: - armour would have higher buffer tank with powerful but slow regen. - shields would have fast, constant regen but lower 'per tick' value with a lower buffer.
Give me a good reason why this system is harder to understand than the current delay system and why it shouldn't be implemented: 'because the current system is fine' is not valid, because it has many inherent flaws that bias it towards armour.
Alt of Halla Murr. Sentinel.
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
612
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Posted - 2014.12.23 00:55:00 -
[427] - Quote
Kallas Hallytyr wrote:gustavo acosta wrote:Why? The current system is fine, it's just that people don't understand how to run and fit shield suits. Why? Because shield suits are inferior in almost every way: - regeneration is higher, but initially a lot slower, making reengagement times very high - regeneration is stopped entirely by the slightest damage, making armour regen fear superior: pop out, poke their shields, hide and continue armour regen - buffer is lower in almost every case, making shields need higher alpha - which armour suits do better because of high slot damage mods. Essentially, there is no good reason to not change it to a better system: - armour would have higher buffer tank with powerful but slow regen. - shields would have fast, constant regen but lower 'per tick' value with a lower buffer. Give me a good reason why this system is harder to understand than the current delay system and why it shouldn't be implemented: 'because the current system is fine' is not valid, because it has many inherent flaws that bias it towards armour. It's not that it's hard to understand, it's just unnecessary to overhaul the whole system when small adjustments in the system like shield hardeners, or a ceiling on regen delay, can be made to fix the small inconsistencies. I have used shields in the current system, they work fine for the conservative play style they're meant to play.
-If you fit a regulator or 2 on a shield tank suit, the delay is faster than the time it takes for a remote explosive to be active. (less than 5 seconds) -Regeneration is high enough on a properly shield tanked suit that 1 second of avoiding fire will bring a great amount of Hp back anyway, so "poking at shields" isn't much of an issue either. -Buffer is supposed to be smaller because shield tankers are supposed to play conservatively, not to mention buffer is easily added onto shield suits because of their ability to use both tanks in a relatively effective manner.(and anti-shield weaponry is less abundant than anti-armor)
You could be right that shield tanks do need some sort of buff, but on paper it seems perfectly balanced, or that shield suits need a change because of their ability to use both tanks effectively.
GimmeDatSuhWeet isk
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3499
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Posted - 2014.12.23 01:27:00 -
[428] - Quote
There are a couple of reasons to my proposal, one to allow for better balance by making shield tanking slightly simpler, to borrow from the balance EVE has achieved, and to open up module slots (by eliminating regulators which don't exist in EVE) for better customization.
In EVE shields rep very fast and have a nice constant stream of healing, while armor has slow but very high burst heals. I want for Dust to take some ideas from EVE to achieve balance (weapon systems, dropsuits, vehicles) obviously not 100% but some of the basics, why throw away 10 years of balance when it can easily work here !
IMO shields and armor are balanced but only because of massive HP module stacking which is just boring, we have a whole plethora of unused modules that cannot be accesed because of how dropsuits are balanced.
supercalifragilisticexpialidocious
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Kallas Hallytyr
Skullbreakers
1197
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Posted - 2014.12.23 09:13:00 -
[429] - Quote
gustavo acosta wrote:It's not that it's hard to understand, it's just unnecessary to overhaul the whole system when small adjustments in the system like shield hardeners, or a ceiling on regen delay, can be made to fix the small inconsistencies. I have used shields in the current system, they work fine for the conservative play style they're meant to play. Hardeners are not unique to shields, and a ceiling on regen delay doesn't make the delay go away; the delay system is simply cumbersome and uninspired, especially considrring they have already created a better system.
gustavo acosta wrote:-If you fit a regulator or 2 on a shield tank suit, the delay is faster than the time it takes for a remote explosive to be active. (less than 5 seconds) ...And? If I fit an armour rep, I've regenerated for all of that time with those two slots.
gustavo acosta wrote:-Regeneration is high enough on a properly shield tanked suit that 1 second of avoiding fire will bring a great amount of Hp back anyway, so "poking at shields" isn't much of an issue either. 1 second of avoiding fire brings you nothing, unless you're a CalScout with double regs...where it will bring you nothing still. Thing is, only Scouts and the most heavily regen tanked suits (looking at 3+ Regs) can get a reasonable delay. The suggestion is not to give shields high, constant regen, it's to give them a low, constant trickle that can't be turned off.
gustavo acosta wrote:-Buffer is supposed to be smaller because shield tankers are supposed to play conservatively, not to mention buffer is easily added onto shield suits because of their ability to use both tanks in a relatively effective manner.(and anti-shield weaponry is less abundant than anti-armor) Define conservatively: is it, "not allowed to defend an objective when the armour tankers inevitably bum rush it because they have the vastly superior short term tank, while still having a good/potentially better regen"? And dual tanking is irrelevant: the goal of almost every HP balance pass is to make dual tanking less attractive - you talk about 'proper' shield suits, but they also have as good armour tanks? Then something is clearly too good about armour/bad about shields!
Guess what, it's almost certainly the delays!
A shield suit can regen much faster if they're of the fight almost entirely for a good 3-6 seconds, but that 3-6 seconds requires the enemy to remain idle. Any tiny bit of damage shuts down your regen instantly: it could be someone spitting saty you from 120m away and doing 0.0001 damage, but now you have to wait 3-6 seconds again. Why is the delay system good?!
gustavo acosta wrote:You could be right that shield tanks do need some sort of buff, but on paper it seems perfectly balanced, or that shield suits need a change because of their ability to use both tanks effectively. Strongly disagree. And I seriously do not understand how the proposed system is less effective in your mind. The current system is passable because we've had it for three years; that does not mean that improving upon the system shouldn't be done. And simply, a passive system where shields regen always (like armour does already!) is not going to break the game unless the numbers are too high - and there's no reason why even 5HP/s base would be ridiculous.
Alt of Halla Murr. Sentinel.
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GLOBAL fils'de RAGE
Consolidated Dust
107
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Posted - 2014.12.23 12:24:00 -
[430] - 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.
GAU's and miniguns do not overheat- RL fact based on physics. Rail guns do not recoil another RL fact. |
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Riptalis
Horizons' Edge Proficiency V.
154
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Posted - 2014.12.23 17:13:00 -
[431] - 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 - Hotfix 1.10.2 STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives Hotfix 1.10.2 STD/ADV/PRO: Activation 5/5/5
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 - Deferred Strafe speed penalty of regular plates doubled on scouts - Hotfix 1.10.2
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 24 from 18, same clip to ammo ratio - Hotfix 1.10.2
Burst Assault Rifle Rounds in burst from 4 to 5 3 - Hotfix 1.10.2
Assault Rifle Clip to 70 from 60, same clip to ammo ratio - Hotfix 1.10.2
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. Fixed Damage Progression - Hotfix 1.10.2
Overperformers (slight) Scrambler Rifle Clip to 40 30 from 45, same clip to ammo ratio - Hotfix 1.10.2 Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio - Hotfix 1.10.2 Effective Range from 70 to 66 meters - Hotfix 1.10.2
Various Increased Warbarge time to X from Y minutes for squadbuilding - Deferred
Adding all racial frames and tiers to Loyalty Store - Deferred
Vehicles - Needs considerably more time to do well, new threads are up for discussion Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius - Hotfix 1.10.2 Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules Can we have an estimated time on when these new missiles release?
Python pilot
Logistics mk.0
Assault mk.0
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Riptalis
Horizons' Edge Proficiency V.
154
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Posted - 2014.12.23 17:15:00 -
[432] - Quote
Removed
Python pilot
Logistics mk.0
Assault mk.0
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3501
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Posted - 2014.12.23 18:21:00 -
[433] - Quote
GLOBAL fils'de RAGE wrote: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. GAU's and miniguns do not overheat- RL fact based on physics. Rail guns do not recoil another RL fact.
Minmatar weapons =/= rl weapons. And minmatar ammo def =/= rl ammo, ever shot a depleted uranium shell? Neither have I.
supercalifragilisticexpialidocious
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
613
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Posted - 2014.12.23 20:49:00 -
[434] - Quote
Kallas Hallytyr wrote:Poorly written reply that was too complex to address because of bad formatting which would cause pyramid quoting(not to mention it was an unpleasant read). A ceiling on regen delay would prevent the complete stopping of regen on shields as opposed to the current system. It doesn't matter if the delay system is "uninspired," it works. It also makes the tanking system more diverse than having both tanks regen in exactly the same manner.
Armor repair is greatly inferior to shield regen in terms of base amounts so 2 seconds of 10 hp/s is much less than the 76 hp/s, you know a properly fit shield tank. So I'll show some maths: 30hp/s (optimal rep tank), vs 76 hp/s(optimal regen tank) assuming that both players are playing conservatively, and both have lost a greater chunk of their primary tank after 10 seconds of regeneration the armor tank has regained 300 hp, whereas the shield tank has regained 532 hp(assuming shields were completely exhausted, if not 689hp would be the hp regenerated). This coupled with the fact that armor based weapons are more abundant than shield based weapons. It is inferred that smart shield tankers have the advantage over smart armor tankers. The delay becomes moot to a proper shield tank because the delay is shorter than it takes for a remote explosive to be armed. (a ceiling on delay damage would make it so that the shield tank would get the complete 532 hp even when taking damage so in retrospect it is a bad idea.)
Conservatively means not running into areas of concentrated enemies without proper backing. Dual tanking is not irrelevant in this case because it is currently disproportionate to armor tankers, as they cannot shield tank properly/effectively. That is to say, if there is a buff to shields, then a nerf to armor on shield suits is in order because it would cause even greater imbalance. Considering spitting is not a weapon in the game, and cover is very abundant your point becomes moot.
GimmeDatSuhWeet isk
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Kallas Hallytyr
Skullbreakers
1198
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Posted - 2014.12.24 11:06:00 -
[435] - Quote
gustavo acosta wrote:Poorly written reply that was too complex to address because of bad formatting which would cause pyramid quoting(not to mention it was an unpleasant read). Grow up. Just because you and I disagree doesn't mean you need to act like an arse.
gustavo acosta wrote:A ceiling on regen delay would prevent the complete stopping of regen on shields as opposed to the current system. It doesn't matter if the delay system is "uninspired," it works. It also makes the tanking system more diverse than having both tanks regen in exactly the same manner. "It works" - yes, it literally functions, but it functions with unnecessary restrictions (delays) when a far smoother and more effectivrly balanced system has already been invented: the EVE system, which BL4CKST4R is suggesting we imitate.
Frankly, the EVE style system is far more simple and operates far more like the styles the tanks are supposed to be than the delays do. Delays don't exist in EVE: all of DUST comes from EVE, thus delays shouldn't exist in DUST, if you want accurate tanking styles.
gustavo acosta wrote:Armor repair is greatly inferior to shield regen in terms of base amounts Yes, the base numbers are inferior,but similarly base shield buffer is lower. Regenerating 600 shields in 10 seconds is sort of irrelevant when you only have 400, and when a single point of damage before regeneration has begun stops it completely again then armour has an advantage.
Cover cuts both ways: if the shield tanker is allowed to stay out of sight unmolested for as long as they want at whatever range they want, then so does the armour tanker. Yet things like fluxes exist, both orbital and grenade, which vastly impact upon shields and have no effect on armour. Shields can regen, under optimal circumstances, better than armour: but optimal circumstances are not the normal ones in a fight, where armour has almost every advantage.
gustavo acosta wrote:This coupled with the fact that armor based weapons are more abundant than shield based weapons. Armour: - Mass Driver - Combat Rifle - Rail Rifle - Sniper Rifle - HMG - Forge Gun (I guess, though all but the heaviest sentinel is dead anyway) - Bolt Pistol - Magsec - SMG - Flaylock = 10 if you include the FG, otherwise 9
Shield: - Scrambler Rifle - Laser Rifle - Assault Rifle - Plasma Cannon - Shotgun - Scrambler Pistol - Ion Pistol = 7
Wow, a whole two extra weapons, such a disparity! Considering that part of this is the lack of racial parity, and that any usage bias is because of perceptions, not effectiveness (take the PLC: it's a lot more effective than people give it credit for.) So yes, armour weapons are more commonly seen, though that is hardly an absolute: look at the rise of the Breach AR and the persistently effective ScR.
So frankly, any assertion that one style is affected more than the other is a far cry from reality.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1198
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Posted - 2014.12.24 11:07:00 -
[436] - Quote
gustavo acosta wrote:It is inferred that smart shield tankers have the advantage over smart armor tankers. The delay becomes moot to a proper shield tank because the delay is shorter than it takes for a remote explosive to be armed. (a ceiling on delay damage would make it so that the shield tank would get the complete 532 hp even when taking damage so in retrospect it is a bad idea.) So, explain, exactly, what this 'ceiling' of yours is: is it a minimum damage received threshold? A delay that kicks in immediately upon the first damage received? Or is it a maximum delay that cannot be risen above, even by things like extenders and their delay penalties?
And what, exactly, makes a 'smart' armour/shield tanker and why, exactly, are shields inherently better? What makes a smart armour tanker dance to the shield tanker's tune?
gustavo acosta wrote:That is to say, if there is a buff to shields, then a nerf to armor on shield suits is in order because it would cause even greater imbalance. I don't disagree: any alteration to any system requires a reassessment of all aspect involved.
Alt of Halla Murr. Sentinel.
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
617
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Posted - 2014.12.24 22:48:00 -
[437] - Quote
Kallas Hallytyr wrote:Still badly formatted response don't blame me for pointing out the obvious, do a better job of formatting your responses so I can respond properly. It's not unnecessary restrictions, it's a penalty for ludicrously high regeneration rates. Without delays in the current system, shields would be impossible to destroy. Just because Dust is based off EVE doesn't mean we have to imitate every aspect of EVE. Dropsuits, and Ships have various differences so having the two systems be exactly the same wouldn't be plausible. Though if the powers that be dictate that everything in Dust should be exactly as it is in EVE then you would be in the right.
600 hp in 10 seconds is not irrelevant by any means. It's the equivalent of saying a car that can go up 100 mph in less than x amount of time is irrelevant because the speed limit is 75 throughout the state/country. Considering that damage isn't something that just hits you randomly without any provocation, or enemies in the area, the whole 1 point of damage stopping regeneration is moot.(What weapon does 1 hp of damage just to stop shield regen?) Damage is damage, so saying that an armor tanker is not affected by orbitals, grenades, and orbitals(seriously?) is reductio ad absurdum. Shields, even with delay, can regen without optimal circumstances all it takes is 5 seconds of avoiding fire to get back 152 hp(which is a lot). Shields aren't supposed to go charging in with balls hanging out, it goes against their tank's role, especially not without back-up, an armor tank couldn't even do that.
You forgot Av weapons, if any change to dropsuit tanking was to be put in place maddies and gunnies would be affected too. And yes I calculated ALL of the weapons, 61% of them are anti-armor. "Though all but the heaviest sentinel is dead anyway," one of the most ill-informed statements I've ever heard. Not at all dead. Shield heavies are the strongest solo heavies out there, they don't even need logi-support to be effective. It's not a far cry from reality by any means, if we're rebalancing shield and armor disparity then every factor has to be put into balancing genius.
The ceiling would make it so if a suit gets x amount of damage to their shields and regen starts, then it would have to take greater than or equal to that amount to reset the delay. A smart player in general would not run into a group of enemies expecting to survive, they rely on their hp and regeneration in order to prevent immediate death. Shield tankers are much more frustrating to destroy because they have the speed as well as the regeneration rate to avoid fire 1v1 take cover for a couple seconds and comeback with full health that is what a smart shield tanker does.
GimmeDatSuhWeet isk
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GLOBAL fils'de RAGE
Consolidated Dust
116
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Posted - 2014.12.29 08:02:00 -
[438] - Quote
Packed RE's are not sticking to tanks, and bandwidth req is too high to plant 3. |
Jack McReady
DUST University Ivy League
1674
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Posted - 2014.12.30 02:02:00 -
[439] - Quote
CCP Rattati wrote:Spectral Clone wrote:Niiice! CCP Rattati wrote: Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio
What is the thought behind this change? Too much damage in the clip compared to others, normalizing this with the TAR for both the tactical rifles. There already is a mechanix that stops you from firing constantly, it is called heat. This change makes less sense for the scr, you basically double penalize the scr with it.
If you want to lessen the dmg before you have to stop shooting then just increase the heat buildup slightly imho. |
John Demonsbane
Unorganized Ninja Infantry Tactics
5023
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Posted - 2014.12.30 04:27:00 -
[440] - Quote
BL4CKST4R wrote:GLOBAL fils'de RAGE wrote: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. GAU's and miniguns do not overheat- RL fact based on physics. Rail guns do not recoil another RL fact. Minmatar weapons =/= rl weapons. And minmatar ammo def =/= rl ammo, ever shot a depleted uranium shell? Neither have I.
And railguns have recoil. Sir Isaac Newton would like to have a word with you. There is no such thing as free energy, even kinetic. That's a persistent myth that really annoys me. It may not have the same traditional recoil "up and back" recoil as an actual rifle, but to suggest that you can fire a projectile of any size at several times the speed of sound with no counter-force is simply idiotic.
(The godfather of tactical logistics)
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Jack McReady
DUST University Ivy League
1738
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Posted - 2015.01.08 11:54:00 -
[441] - Quote
GLOBAL fils'de RAGE wrote: Rail guns do not recoil another RL fact.
lol, you couldnt be more wrong.
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HOLY PERFECTION
G.L.O.R.Y General Tso's Alliance
2
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Posted - 2015.01.09 00:22:00 -
[442] - Quote
So basically your going to finish off killing Ammars lowering the plates armor. What you should do is have various armor plates for each race like this below STA/ ADV/ PRO
ARMOR Ammar: 75/110/140 Gallente: 70/100/130 Minmitar: 75/110/135 Caldari/ 70/100/125
SHIELD Ammar: 35/50/66 Minmitar: 30/50/60 Gallente: 35/50/70 Caldari: 35/55/65
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Vitantur Nothus
Nos Nothi
1618
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Posted - 2015.01.10 00:00:00 -
[443] - Quote
HOLY PERFECTION wrote:So basically your going to finish off killing Ammars ...
Wasn't aware that these were endangered species. See lots and lots and AM Sents and Assaults. |
Zindorak
Nyain Chan General Tso's Alliance
1620
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Posted - 2015.01.10 23:00:00 -
[444] - Quote
Rail Rifle needs some tweaking, I see a lot maybe due to great damage and range
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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CCP Rattati
C C P C C P Alliance
14739
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Posted - 2015.01.14 08:46:00 -
[445] - Quote
Thanks for the feedback!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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