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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Valor Goat
48
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Posted - 2014.12.09 11:01:00 -
[31] - 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.
1EE7
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Lazer Fo Cused
Shining Flame Amarr Empire
172
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Posted - 2014.12.09 11:04:00 -
[32] - Quote
CCP Rattati wrote:We are working on a hotfix as a followup to 1.10, both to fix any issues as well as set us up well for the holidays.
These are our thoughts, but we will not be able to do all of them, based on the following Community feedback: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * High Hit Point scouts/assaults strafe speeds * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data * Missing Gear from Loyalty Store * Vehicles
New Packed Remote Explosive STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Various Increased Warbarge time to X from Y minutes for squadbuilding
Adding all racial frames and tiers to Loyalty Store
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
1. The ability to throw the RE should be stopped completely, infact it should be scrapped and replaced with 'Claymore' 1a. Possibly RE stays around as an anti vehicle weapon of sorts which still work as they do now but only on vehicles
2. Strafing penalties on shield is dumb, it should increase sig profile
3. LP store - Does that include ADS and also does it include all vehicles without pre fitted turrets because its hard enough to fit a madrugar with 2 small turrets on it already
4. New Packed Remote Explosive - BAD IDEA they are already thrown and are flying frisbees
Vehicles
5. Small and Large blaster dispersion should be removed, every second shot is a miss, it is down to luck if i hit no matter how good my aim is because its unfair for pilots to kill what they are aiming at
6. LAV WP - Not bad, 1 step closer to the APC i hope
7. Needed
8. A 60plate shouldnt be as heavy as a 120, also we need the 180plates back
9. GA LLAV - Armor based, following GA lore favours rep over plates, 2H/4L or 3H/3L - HP wise 500 shield and 3000 armor, slower than a standard LAV, if HP too high then it goes to what it used to be and not any lower which was 609 shield and 2597 armor
10. CA LLAV - Shield based, 4H/2L - HP wise 2500 shield and 750 armor, slower than standard LAV, if HP too high then it goes to what it used to be and not any lower which was 2100 shield 864 armor
11. Anti infantry small missiles - For me bigger radius so more splash damage than direct - numbers im guessing atm, 200 splash?
12. Anti vehicle small missiles - For me more direct damage and little splash - numbers im guessing atm, 500 direct?
13. Sagaris - Main Battle Tank in my eyes, Shield based, 5H/3L, 1000 armor and 5000 shield, slower than a standard tank, if HP too high then it goes to what it used to be and not any lower which was 1000 armor 3120 shield
14. Surya - Main Battle Tank in my eyes, Armor based, GA lore rep above tank, 3H/5L, 850shield and 5500armor, slower than a standard tank, old armor values for Surya are lower than Madrugar values now at 3480 armor btw, old stats 900 shield and 3480 armor
15. Modules - All the modules from chrome back - Power Diagnostic systems, Damage Controls, Heat sinks, Tracking Computers, Nanofibres, Hull modules, Torque mods, Passive Shield and Armor resistance plates, Active Armor reppers, Overdrives, Shield Rechargers, Armor and Shield Repair modules etc - More choice, more variety, more playstyles |
Sinboto Simmons
Murphys-Law General Tso's Alliance
6640
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Posted - 2014.12.09 11:05:00 -
[33] - Quote
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....
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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Tesfa Alem
Death by Disassociation
529
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Posted - 2014.12.09 11:07:00 -
[34] - Quote
CCP Rattati wrote:
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100
Just noticed this. This is bad. This is very bad. Mediums just got shafted. I dont understand your fitting philosphy for mediums, ewar will never be as good as a scout, speed tanking will never be as fast as a scout, armor suits dont get the same shield booster as shields suits....what?
I'll see how ewar is post down time but i doubt mediums will be as good as ewar as scouts. As in they will still be highly visible units that fight it out, and ttk will go way down especially vs heavies and scouts.
To take the suit that i rely the most on for HP stacking , i'm either going to losing 90 hp on my min logi (replace my 3 ehn plates that add 330 armor) or moving twice as slow to fit two complex plates and still lose out on 130 ehp.
Its a VERY bad tradeoff. Just handing over kills to scouts.
Scouts you will strafe slower but dont worry, every other suit that relies on HP is getting roughly a 30% over all reduction in HP. You will still see them first, and be able to shoot first.
that BS.
Redline for Thee, but no Redline for Me.
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Greiv Rabbah
13Art of War13
44
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Posted - 2014.12.09 11:23:00 -
[35] - Quote
Minmatar scouts never have high HP. Even with complex plates and shields they will still get dropped easily by an assault c-1 if seen. This is especially true if they happen to be running with cloak "at the ready". Despite not being cloaked and not having been cloaked for at least a full minute, being spotted entails waiting 4 seconds before you have a weapon. Simply for readying(not using) the second piece of caldari tech that minja have been *forced* into. Why did minja get melee bonus removed? They're a melee based role. Why did a logi bonus get heaped on minja? Gallogis still hack faster Why did minja lose damp bonus? Now most frail suit in the game with melee oriented role and no melee bonus gets to be moderate speed hacker with wrong race sidearm as forced weapon, to make it better make them show up on radar all the time this is good because then they have to use caldari cloak to hide but if they don't use it they still wait to pull weapon back out until they are dead!
That's brilliant. Yes rattati please nerf scout HP so that gallente glass cannon shotgun scouts can kill me faster while caldari railrifle sniper scouts laugh at me trying to pull out my I gun bc i wouldn't stand a chance trying to cloak instead Maybe I should use nova knives since by the time I have them drawn gal/calscouts will have murdered me and moved on The only scout that won't be killing us left and right will be the amarr scout bc oh tthat's right they are extinct. Minja will be too now I guess. Scout HP nerf only affects minja, here's why: galscout just needs to get a shotgun blast in and go hide and heal. Calscout sits outside everyone's range with sniper/rail rifle. Neither of these will feel an HP nerf. Amarr scouts are gone. What is dead already can't be killed further. Minja have less HP than everyone and have been pushed in a role requiring us to either stand still while were visible on everyone's radar(not just on radar, words pop up on everybody's screen telling you where the free kill is! Even in the MCC! Assault afking in MCC will see "enemy is taking objective c" and now they know "goodie there's a free kill at c! If I'm lucky hell have used cloak to sneak into C so even though hes visible now he can't pull out his weapon before he's already dead") Or otherwise if we don't like standing still and getting instant killed by anyone and everyone we can try to run through rain of gunfire with no armor and pray we get to enemy in time to.... Die charging a knife?! Minmatar make myofibs so that minjas can be fooled into buying them someday. With nk unaffected by myofibs and bonus not affecting punches minja has no real use for them especially since minja is easily spotted by only everybody, out shielded by only everybody out armoredby only everybody, only able to hack as fast as other scouts not as fast as logis, not good for scouting bc *range nerf incoming* and no useful weapons but.. Remotes! Yes, that's it... A bomb that fails to kill infantry, that's the perfect racial weapon for a scout that can't scout, an assassin that can't kill, a thief that can't sneak.
HERES YOUR PSA EVRYONE remotes will stop being thrown when grenades work again. Jihad jeeps will be a thing until av remotes are useful as av. If you step on a remote, a scout will detonate it. Dying because you were next to a bomb when it exploded is not op; crymoar
Remotes are underpowered, minja HP is unusably low, minja bonuses are broke as hell. Merry 1.10 and a happy hotfix. Bah! Humbug |
Valor Goat
48
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Posted - 2014.12.09 11:24:00 -
[36] - 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.
1EE7
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1069
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Posted - 2014.12.09 11:24:00 -
[37] - 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. Did you forget about Amarr?
Also, I figured you, of all people, would have been happy to hear about them making changes to R/Es considering your sig and all.
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1069
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Posted - 2014.12.09 11:31:00 -
[38] - 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.... Speaking of that...
I wouldn't mind seeing a ROF Damage Mod for the lows.
Works perfect with the EVE mindset too.
High slot Damage mods straight increase the damage of the weapon.
Low slot ROF mod would increase any weapon's DPS with the downside of chewing through more ammo.
Shield tankers will have the ability of fitting shields with damage (or rather ROF) mods in lows, similar to how Gallente or Amarr can fit damage mods in highs and armor in lows.
Glass cannon fits could be made. No tank with high damage, fast hitting weapons.
Thoughts?
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1069
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Posted - 2014.12.09 11:33:00 -
[39] - Quote
Also, as a Logistics player, the return of the Logistics LAV makes me very happy.
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Racro 01 Arifistan
501st Knights of Leanbox
464
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Posted - 2014.12.09 11:39:00 -
[40] - Quote
get the stats right on my surya and i'll be more than happy to respect into it staright to level 5 if the skill increases ''various aspects of it''. and please......add in a reduction to large blaster turret dispersion by X per level. to help make blasters threating and not just an expensive harmless beast.
also since there is a vehicle pass/hopefully balance increase or make the vehicle skill tree racial
also since you asked.
proposed Surya stats.
1450 shield 4800 armour
3 highs 4 lows 2 sml turret slots 1 large turret slot (required)
15% less speed than madruagr 10% MORE torque than madrugar
580 cpu (accommodates extra high) 3000 pwg (accommodates extra low)
isk price of 450k
proposed SKILL requiremen'st: HAV operation 3 as well as Gallente HAV operation 3 that unlocks Gallente Maruders hence Surya requires level 1.
Elite Gallenten Soldier
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3441
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Posted - 2014.12.09 11:41:00 -
[41] - Quote
Any changes to shields? Or is it just regular armor plates?
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13614
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Posted - 2014.12.09 11:43:00 -
[42] - Quote
I'll be completely honest. Armor plates were rarely used by me as is, I now see no reason to use them ever again.
They cost more PG, have a speed penalty, and now only give a marginal increase in HP compared to ferros and reactives.
Just my opinion, others might disagree, but even with current plates I only use them in edge cases.
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
3441
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Posted - 2014.12.09 11:52:00 -
[43] - Quote
Cat Merc wrote:I'll be completely honest. Armor plates were rarely used by me as is, I now see no reason to use them ever again.
They cost more PG, have a speed penalty, and now only give a marginal increase in HP compared to ferros and reactives.
Just my opinion, others might disagree, but even with current plates I only use them in edge cases.
The speed penalty should technically go down, probably to 1,2,3. Reactives give 60 hp and 1%, new basic plates give 60 hp and 3%.
I haven't used normal plates since the time ferros and reactives got buffed, although my new assault that I made in anticipation of 1.10 used enhanced plates to keep it's hp balanced with my EWAR cal assault, which is now no longer the case...
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
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Posted - 2014.12.09 11:53:00 -
[44] - Quote
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.
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
3441
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Posted - 2014.12.09 11:56:00 -
[45] - 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.
Its actually the normal plates that need to be normalized, the old plates were made to penalize stacking on medium suits and to a small extent heavies, these plates keep those penalties and are now made to penalize scouts. Armor plates are just a huge pile of penalty now.
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
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Posted - 2014.12.09 11:57:00 -
[46] - Quote
Sinboto Simmons wrote:As much as many AV users will disagree (I believe) the return of the LLV and prototype HAV will go far in efforts to balance current AV vs vehicles of it's rank. As of now there's only standard and militia vehicles against all four tiers of AV. Vehicles are balanced to work against proto AV. They were also designed to have different roles, not a straight increase of power (tiercide).
This isn't a matter of STD vs PRO, it's a matter of no tiers vs PRO.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13615
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Posted - 2014.12.09 11:59:00 -
[47] - Quote
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. Straight up bullshit.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13618
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Posted - 2014.12.09 12:00:00 -
[48] - Quote
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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Valor Goat
49
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Posted - 2014.12.09 12:13:00 -
[49] - 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.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13619
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Posted - 2014.12.09 12:16:00 -
[50] - Quote
Valor Goat wrote: No @ kin cats. Stay slow bae.
Then stay low damage bae
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2682
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Posted - 2014.12.09 12:19:00 -
[51] - Quote
Glad to see LLAVs "hopefully" coming back.
Is there any plan for changing the function of remote repair/ shield booster mods? Are you open to suggestions?
What about the addition of new vehicle logistic mods?
Also, shamelessly promoting my vehicle equipment slot thread.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Valor Goat
51
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Posted - 2014.12.09 12:26:00 -
[52] - 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.
1EE7
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Drecain Midular
Molon Labe. General Tso's Alliance
23
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Posted - 2014.12.09 12:29:00 -
[53] - Quote
Missing from the faction LP store: Republic breach flaylock Republic breach SMG Republic assault SMG Republic assault HMG Republic burst HMG Republic nova knives Republic proximity explosives
Federation tactical AR Federation ion pistol
State magsec SMG State bolt pistol State tactical sniper rifle State charge sniper rifle
Imperial breach scrambler pistol Imperial assault scrambler pistol
Now, apart from the state charge sniper, please make *basic* variants of these gun be available for purchase at the LP store. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3441
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Posted - 2014.12.09 12:30:00 -
[54] - Quote
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?
supercalifragilisticexpialidocious
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Mister Goo
Abandoned Privilege Top Men.
94
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Posted - 2014.12.09 12:32:00 -
[55] - Quote
CCP Rattati wrote: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥
The usefulness of RE's against vehicles is strongly out weighed by the community's abuse of throwing them at infantry, grenade like. Could you adjust RE's and make them not able to be restocked through the use of nano hives. This would help tremendously with the RE spam that is happening.
Closed Beta Vet
Minmatar Logistics I Repair, Revive, and Replenish. Leave the slaying for Assaults and Heavies.
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Valor Goat
51
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Posted - 2014.12.09 12:34:00 -
[56] - 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?
1EE7
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2682
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Posted - 2014.12.09 12:41:00 -
[57] - Quote
As for Marauders (which I think those tanks were), they need to be focused on their respective weaponry (blasters for Gallente and Missiles for Caldari), but I think should be slightly weaker defensively than their STD counterparts (though the damage bonus should be enough to account for it).
Perhaps have slightly higher base hp stats, but lower slot count. Also a bit faster and more agile (or at least nerf the STD variants). Basically the ground version of an ADS.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Grimmiers
737
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Posted - 2014.12.09 12:42:00 -
[58] - Quote
Can the armor repair skill apply to reactives now? |
Cat Merc
Fatal Absolution General Tso's Alliance
13620
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Posted - 2014.12.09 12:46:00 -
[59] - Quote
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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vitantur Nothus
Nos Nothi
1050
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Posted - 2014.12.09 12:51:00 -
[60] - Quote
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. |
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