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Thread Statistics | Show CCP posts - 12 post(s) |
CeeJ Mantis
Mantodea MC
110
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Posted - 2014.12.09 16:17:00 -
[91] - Quote
Currently all plasma rifle variant have the same total ammo capacity. I would like to see this changed so that way they are more in line with other rifles. It is strange to have 20 clips on my tactical plasma rifle, & 6 on my assault plasma rifle. If you keep the ratio the same, but with the new numbers, I would have around 600 total rounds on a tactical plasma rifle, which is wholly unnecessary as tactical weapons are already extremely ammo efficient.
Also, I believe that more rounds per burst is a detriment to the burst plasma rifle. The main problem I have using it is that targets don't like to stand still for long enough to be hit by all of the rounds. I honestly prefer a 3 round burst as it is just enough to be relevant, but not too much. This is partly why you don't see many 4-5 round burst weapons in reality.
Otherwise, things seem good. Glad to see armor plates get to bed down a notch. Basic plates we just too good to pass up before, and I am now, for the first time, seriously considering the ferroscale plate as an option for my scouts. And heavies will be taken down a notch, which is needed.
Longest plasma cannon kill: 236.45m
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Spkr4theDead
Red Star. EoN.
2442
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Posted - 2014.12.09 16:42:00 -
[92] - Quote
Evan Gotabor wrote:For the remotes (it was about time), can't you make them sticky like for AV grenades ? When you throw an AV, there is an area when it can still hit the tank. Apply the same thing. For the short time a remote is -½-áin the air-á-+, make it be attracted by a vehicle in a specified range. If the remote touch the ground, then it stays on the ground. But of course delete the distance when you can throw equipment. When I want to put an uplink (or any equipment) on the ground, I don't really wan't to play freesbee with red guys in PC... As for vehicles, well IGÇÖve been asking and posting for a so long time that I think my eyes are fooling me . LOL GTFO with that BS. Use a forge gun. I don't mind as much when I get destroyed by a forge. EZ-Mode AV grenades and swarms? That's when I mind.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Valor Goat
54
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Posted - 2014.12.09 17:29:00 -
[93] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's. Your regen is free and powerful, you can supplement it with one energizer and one regulator and you're already far beyond anything an armor tanker can dream of, with only a small delay. If we wanna put it on the weapons section, armor gets -20% from ScR and -10% from Breach AR. That makes worth being +15% to the HMG buddy.
1 Shield HP > 1 Armor HP for sure, but 1hp/s armor >>> 1hp/s shield
1EE7
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Spkr4theDead
Red Star. EoN.
2442
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Posted - 2014.12.09 17:33:00 -
[94] - Quote
CCP Rattati wrote:
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
Dunno what you mean by this.
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
See above
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
Weren't armor plates buffed because armor tanking wasn't good enough?
Rifles
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
Is this going to affect the officer rifles?
Various Increased Warbarge time to X from Y minutes for squadbuilding
Is this in pubs? We used to have 30 seconds or so, but then that got taken away in favor of immediate deployment.
Adding all racial frames and tiers to Loyalty Store
No offense, should've been done a while ago, man.
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Vehicle plate speed penalty discrepancy? What?
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
Well, with all of this... This will likely take some time. Like with what IWS is working on, will all this in Echo be in conjunction with what he's working on? If so, that needs to be fully fleshed out before working on the rest of the stuff.
Since you didn't mention the Logi DS, I'm guessing it will come later on.
AI small missiles - decrease the damage 50% - 60%, increase the fire rate by 40% - 50%, increase the splash zone by .5 to 1 meter.
AV small missiles - we already have them. There's no change necessary. Sir Snugglz can already wreck any tank I bring out, because he gets directly over it and hammers away.
Sagaris/Surya - as I've said before, when I think of the word 'marauder', I think of pirates. Pirates didn't hold back and defend anything, they went out, took what they wanted, didn't care who they killed, then left for other treasures. The Marauders in here should be the offensive tanks, not the defensive ones.
I'm a proponent of increasing the slot layout of the STD tanks, and these would obviously have one more hi and lo slot than their STD counterparts for shield and armor. Gunnlogi/Madrugar should be 4/2 and 2/4, while the Marauders should be 5/3 and 3/5. Keeping with infantry, base HP will remain the same, whereas CPU and PG need to be increased quite a bit.
Siege modules should actively increase turret damage. This shouldn't be on top of the current active damage mods. In fact, if my proposed siege module should be used, the active damage mods shouldn't stack on top. That's absolutely insane damage to dish out from just one railgun shot. The siege module could be at least 3% per level, though since it's an ADV tank, the module should increase damage output by 5% per level. Obviously, racial Marauder Operation would go towards the siege module. Maybe increase rate of fire for the racial turrets? The blaster would need a not-so-small bonus to rate of fire to make up for it being close quarters, vs 250m for the large missile and 300m for the railgun. This SHOULD NOT increase heat buildup. If that were to happen, the module would be counterproductive, and nobody would actually use it. I'd only be able to fire one rail round before it would overheat, and that one rail round would make it overheat.
Armor needs some passive resistance, as literally the only AV weapon/turret geared towards shield is the plasma cannon. Or is it also blaster? I don't play EVE, so I'm not up and up on all of the lore. But still, there's the forge, swarm and AV grenade that get great bonus damage against armor, so I don't think 2% per level passive resistance is an unfair thing to ask for.
Sadly, a fire rate buff is needed to make the turrets viable again. Missile could use a nerf to base speed; attach one to a Sagaris and it'll be something to be feared.
Modules - we're missing so much that it's actually sad. Passive hardeners/shield resistance mods, damage control mods, torque mods, active coolant, passive coolant, passive damage mods, active reps , remote armor reps and shield boosters (will get to logi LAV next), carbon nanofiber chassis mods, and I'm sure I'm missing more.
The Logi LAV should armor rep and shield boost in a circular area of effect, rather than the next-to-impossible way it used to be done, of using the right analog stick, when the camera view defaulted to center. Passive skill could be to rep rate; it should be something good like 3% - 5% per level. The Logi DS, when they're introduced, should get the passive skill to range. Their area of effect should be a cone pointed towards the ground. Range should be at 5% per level. Its second passive could be something like 10% reduction in mCRU spawn time per level to make it worth a heavy investment in SP. It'll be great in PC. It'll make tanks quite a bit more important, to swat them out of the sky. Not sure what a second passive for the Logi LAV could be. The Logi LAVs need to be 2/3 and 3/2, with good fitting. They could come with the infantry passive mods built-in, with option for the vehicle reps. They'll need to have quite a lot of CPU and PG to fit the remote vehicle mods on. Or, could make the second passive skill 5% reduction in CPU/PG usage per level.
I said this in IWS' thread, and I'll say it again. If infantry didn't complain about everything related to vehicles, we wouldn't be in the position we are currently. Chrome was the ideal build - tanks wrecked each other, and at least 10mil ISK was lost combined from both sides.
I have no problem with a price increase if tanks are worth it.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Valor Goat
54
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Posted - 2014.12.09 17:38:00 -
[95] - Quote
Cat Merc wrote:Meeko Fent wrote:BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta And fitting a shield suit as shield makes me substantially weaker for front lining. As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC. Which I have to do to take obbys effectively. They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with. The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will. "Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, and moving slow is the cost for the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you).
1EE7
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Spkr4theDead
Red Star. EoN.
2447
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Posted - 2014.12.09 17:49:00 -
[96] - Quote
Cat Merc wrote: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. AV was buffed to be an end-all solution against all vehicles. One set of Boundless proxies will take out any vehicle.
Vehicles should be balanced to take out other vehicles. Let us whack the hell out of each other, and you go take an objective. Leave us alone, we'll leave you alone. It's when you try to take me out with AV that I put an HMG in your face. Just leave us alone. We don't tell you how to do your role, you shouldn't tell us how our role should work.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2447
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Posted - 2014.12.09 17:50:00 -
[97] - Quote
The remote mods need to be area of effect. The old system was too clunky and took too long. It's fine for infantry to look at another player to rep them. Not so with a LAV, where the view defaults forward.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2447
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Posted - 2014.12.09 17:52:00 -
[98] - Quote
Mister Goo wrote: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. Oh yeah, because it's so nice to strap 50k damage onto a LAV and ram a tank.
Funny how they said they were going to work on it, but then it became working as intended.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2447
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Posted - 2014.12.09 17:53:00 -
[99] - Quote
Vulpes Dolosus wrote: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. Suits get more slots at higher tiers, why shouldn't that apply to vehicles?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2447
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Posted - 2014.12.09 17:57:00 -
[100] - Quote
Meee One wrote:
If LLAVs are going to be slow,the vehicles shield must protect the driver and rep gunner.
Why should a Logi LAV require a second person for the reps, when an infantry logi takes the tool out of their pack by themselves?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2449
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Posted - 2014.12.09 17:58:00 -
[101] - Quote
Ld Collins wrote:can you please buff proximity explosives thanks.. They're fine as-is.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2449
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Posted - 2014.12.09 17:59:00 -
[102] - Quote
manboar thunder fist wrote:Proto tanks? Introduce proto ads The Marauder and Enforcer tanks were ADV, the Black Ops tanks were PRO.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Derrith Erador
Fatal Absolution
3149
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Posted - 2014.12.09 18:19:00 -
[103] - 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
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules If I may chime in on this, I'd like to overview the non deleted parts, because those are the only ones I have any knowledge of.
I have a question concerning the RE's, well two actually.
1) Will the new RE replace the current RE's?
2) if question 1 is no, will the RE begin its activation at the time the player deploys it, or when it lands?
Also, the main issue people have with RE's is the fact that there is no fall off damage, if you're in the blast radius, you take the full damage. Second issue is how people can chuck them like footballs.
Assault scrambler: I personally love this weapon, against shields. Which I almost never see, the new plate numbers may change that.
Reducing the clip size on the scrambler isn't going to do crap. I usually overheat after like 20 or so on my Amarr assault.
Same scenario on the BAR, 30 clip size is still going to shred. Reducing ROF or damage a bit would help though.
On the vehicles section, I wrote a suggestion for IWS beforehand.
https://forums.dust514.com/default.aspx?g=posts&m=2497502#post2497502
Note: I accidentally forgot about small missiles, so I made a second post on those. It's like two comments below.
I'd like to point out that the current missiles is perfect for AI. Most properly fitted tanks laugh my missiles off.
God and Empress kill me, I'm a level three forum warrior.
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Killar-12
The Corporate Raiders Top Men.
3455
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Posted - 2014.12.09 18:20:00 -
[104] - Quote
CCP Rattati wrote: Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
Gal LLAV 10% Remote Armor Reps range per level 10% Remote Armor Reps amount per level
Cal LLAV 10% Remote Shield Reps range per level 10% Remote Shield Reps amount per level
AV Missles 1.5 Missle Speed, 30% splash, x2 direct damage, 1/2 splash damage lower ammo/clip capacity
AI Mislles x2 Missle Splash, normal direct Dam x1.5 Splash dam, increase ammo/clip capacity
Sagaris Dunno
Suraya Dunno
Modules Nanofiber Structures (Low/Passive) Speed Increase ---------Level/Type---------------Armor Reduction 10% STD 15% 15% ADV 15% 20% ADV Lightened 20% 20% PRO 15% 25% PRO 20%
Spool Reducers (Low/Passive) Blaster ROF Increase----------------Rail Spool Reduction-----------------Level/Type 5% 10% STD 7% 15% ADV 10% 0% ADV Energized 0% 25% ADV Stabilized 11% 20% PRO 20% 0% PRO Energized 0% 35% PRO Stabilized
More to come later Heat Sinks would be a big one, Shield Rechargers as well...
http://evil-guide.tripod.com/
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Fox Gaden
Immortal Guides Learning Alliance
5370
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Posted - 2014.12.09 18:33:00 -
[105] - Quote
Kain Spero wrote:Jebus McKing wrote: Wait, is this an activation time nerf to REs? REs DEFINATELY DON'T need another nerf. They are really effective against people who don't pay attention. I rarely get killed by people using REs as Grenades+. And they already got nerfed when they got the same delay when switching back to a weapon as the cloak. (BTW was this intended?) I like the Packed REs though.
RE's being used as death frisbees always seemed like a flaw, so I'm happy to see them get an increased activation time. I agree, but the activation time should not be so great that you can't drop a RE as you round a corner to take out someone chasing you. What was the delay time on RE before? 5 seconds seems quite high.
The delay before an RE can be activated needs to be high enough so that if you see an RE thrown down you have time to get out of the blast radius before it can be activated, but short enough for a RE user to be able to catch someone chasing them, provided that the chaser is not right on their tail.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5371
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Posted - 2014.12.09 18:43:00 -
[106] - 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. Breaking Stuff is going to be upset with another heat nerf... (It was not my idea this time!)
I fully agree regarding headshot bonus. It is a major component to Sentinel vs Sentinel fights, and is the only real chance a Militia HMG user has when going up against a Proto Sentinel with a Boundless HMG.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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abdullah muzaffar
G0DS AM0NG MEN General Tso's Alliance
81
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Posted - 2014.12.09 18:54:00 -
[107] - Quote
pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Pretty sure theyre testing it by nerfing HP stacking |
Valor Goat
59
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Posted - 2014.12.09 19:08:00 -
[108] - Quote
Derrith Erador wrote:CCP Rattati wrote:We are working on a hotfix as a followup to 1.10, both to fix any issues as well as set us up well for the holidays.
These are our thoughts, but we will not be able to do all of them, based on the following Community feedback: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * High Hit Point scouts/assaults strafe speeds * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data * Missing Gear from Loyalty Store * Vehicles
New Packed Remote Explosive STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules Assault scrambler: I personally love this weapon, against shields. Which I almost never see, the new plate numbers may change that. Sadly derry, there are not gonna be more shield tankers due to that, as armor plates stackers will just swap them with ferroscales and reactives.Reducing the clip size on the scrambler isn't going to do crap. I usually overheat after like 20 or so on my Amarr assault. Same scenario on the BAR, 30 clip size is still going to shred. Reducing ROF or damage a bit would help though. Agreed, it should just get a slight damage nerf (4-5%), but instead of reducing RoF, putting into the weapon a whatever kind of recoil and kick, and increased dispersion.
1EE7
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15627
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Posted - 2014.12.09 19:56:00 -
[109] - Quote
@ CCP Rattati
Re: Your module and Marauder foot notes, which I am very interested in, what do you think would be realistically attainable amongst these suggestions as these will determine my suggested value for the Marauders.
- Active Armour Repairs - 180mm Plates - 2/4 (4/2) or 2/5 (5/2) Slot lay outs - PG and CPU adjustments for all HAV - Adjustment of Shield Passive Regeneration - Damage Control and Heat Sink Modules
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11665
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Posted - 2014.12.09 20:39:00 -
[110] - Quote
Upon further thought, I support the plate nerf. Will make sentinels much less of a problem.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Cat Merc
Fatal Absolution General Tso's Alliance
13665
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Posted - 2014.12.09 20:39:00 -
[111] - Quote
Spkr4theDead wrote:Cat Merc wrote: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. AV was buffed to be an end-all solution against all vehicles. One set of Boundless proxies will take out any vehicle. Vehicles should be balanced to take out other vehicles. Let us whack the hell out of each other, and you go take an objective. Leave us alone, we'll leave you alone. It's when you try to take me out with AV that I put an HMG in your face. Just leave us alone. We don't tell you how to do your role, you shouldn't tell us how our role should work. So, basically, you want your own little battle in DUST that doesn't affect anything? Gotchya
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
13665
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Posted - 2014.12.09 20:44:00 -
[112] - Quote
Valor Goat wrote:Cat Merc wrote:Meeko Fent wrote: And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
"Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, nor you are moving like a snail, but even then moving slow is compensated by the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you). So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol.
lel
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
13665
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Posted - 2014.12.09 20:47:00 -
[113] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's. Your regen is free and powerful, you can supplement it with one energizer and one regulator and you're already far beyond anything an armor tanker can dream of, with only a small delay. If we wanna put it on the weapons section, armor gets -20% from ScR and -10% from Breach AR. That makes worth being +15% to the HMG buddy. 1 Shield HP > 1 Armor HP for sure, but 1hp/s armor >>> 1hp/s shield You do know you can't win this right? The MAJORITY of weapons are anti armor. HMG is just one of many, among them the Combat Rifle and Rail Rifle.
Also, that's why regs exist. With two regs and one energizer, a Cal Assault can top off its own health in a matter of seconds.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
280
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Posted - 2014.12.09 20:48:00 -
[114] - Quote
Fox Gaden wrote: I agree, but the activation time should not be so great that you can't drop a RE as you round a corner to take out someone chasing you. What was the delay time on RE before? 5 seconds seems quite high.
The delay before an RE can be activated needs to be high enough so that if you see an RE thrown down you have time to get out of the blast radius before it can be activated, but short enough for a RE user to be able to catch someone chasing them, provided that the chaser is not right on their tail.
+1 |
One Eyed King
Land of the BIind
6470
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Posted - 2014.12.09 20:49:00 -
[115] - Quote
I would much rather see throwing distance or additional weight of REs being added to affect frisbee REs than adding more activation time.
Packed REs are well and good, but the reality is that most tankers hear that warning, and take off. I would rather see a longer activation time on packed REs and removal of any sound.
They already have a 3rd person perspective, and if you reduce throwing distance, they can be visually alerted to your presence to Packed REs, and given an extra auditory warning with regular REs.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Valor Goat
61
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Posted - 2014.12.09 20:58:00 -
[116] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Meeko Fent wrote: And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
"Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, nor you are moving like a snail, but even then moving slow is compensated by the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you). So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol. lel Yeah, with ADV fluxes, std SMG and compact nanohive I would make a gallente assault god-mode fit too.
Honestly though I don't find the constant regen to be such a thing for the gal assault since it is more for speed than for HP, the assault I really struggle to kill because he keeps regenerating as I shoot him through his 650-700 armor is the amarr assault, and after having that 20-30hp/s with unexistent delay he can still triple mod his Viziam ScR and fit an allotek nanohive - while shield tanking makes it impossible to do. <--- these kind of situations are the first source of my crusade againts armor tanking, the only way to kill it is to either throw a core nade on his face (you won't have the time to do that, I mean, he has an ScR on his hands) or to put my gun game at MAX level
1EE7
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3444
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Posted - 2014.12.09 21:03:00 -
[117] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Meeko Fent wrote: And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
"Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds. That means full shield HP on a Cal Assault (Around 600HP) in 14 seconds. Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you. Armor cannot compete in the regen game, shields win at it big time. You get 540 aHP by fitting two reps and three reactives (I.E. 30hp/s), that ain't half of our HP, nor you are moving like a snail, but even then moving slow is compensated by the nonexistent delay. Than if that's not enough you still have your triage hives (or a repper on you). So, basically... I have 80 less armor than you have shields. Clearly that's not a good reason to have 30hp/s. And your shield regen is still 22hp/s higher. Put on a reg and those delays become lol. lel Yeah, with ADV fluxes, std SMG and compact nanohive I would make a gallente assault god-mode fit too. Honestly though I don't find the constant regen to be such a thing for the gal assault since it is more for speed than for HP, the assault I really struggle to kill because he keeps regenerating as I shoot him through his 650-700 armor is the amarr assault, and after having that 20-30hp/s with unexistent delay he can still triple mod his Viziam ScR and fit an allotek nanohive - while shield tanking makes it impossible to do. <--- these kind of situations are the first source of my crusade againts armor tanking, the only way to kill it is to either throw a core nade on his face (you won't have the time to do that, I mean, he has an ScR on his hands) or to put my gun game at MAX level
Seems to me like your problem is with amarr suits not gallente suits, yet your armor witch hunt would not only nerf them but also gallente suits which are between balanced and UP.
supercalifragilisticexpialidocious
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
280
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Posted - 2014.12.09 21:04:00 -
[118] - Quote
CCP Rattati wrote: [...] * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data [...] Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts [...]
Add in your HP = Mass idea
Allow this new mass stat to affect speed differently based on frame. Light frames are meant to move less mass. Heavy frames are already made to move more mass.
Leave current armor penalties in place as extra. This balances them against shields.
Do not simply double a module penalty for a specific suit. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15628
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Posted - 2014.12.09 21:07:00 -
[119] - Quote
BL4CKST4R wrote:
Seems to me like your problem is with amarr suits not gallente suits, yet your armor witch hunt would not only nerf them but also gallente suits which are between balanced and UP.
Even then an Amarr Assault with the much touted 1200 EHP is just plain bad. You might as well use a Sentinel at that point since you lose all semblance of mobility and could have higher EHP values anyway.
And as I have found more recently...... mobility, sprint speed, and the ability to vault over low rails if incredible.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Valor Goat
61
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Posted - 2014.12.09 21:07:00 -
[120] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all.
EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing.
1 Armor HP < 1 Shield HP Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's. Your regen is free and powerful, you can supplement it with one energizer and one regulator and you're already far beyond anything an armor tanker can dream of, with only a small delay. If we wanna put it on the weapons section, armor gets -20% from ScR and -10% from Breach AR. That makes worth being +15% to the HMG buddy. 1 Shield HP > 1 Armor HP for sure, but 1hp/s armor >>> 1hp/s shield You do know you can't win this right? The MAJORITY of weapons are anti armor. HMG is just one of many, among them the Combat Rifle and Rail Rifle. Also, that's why regs exist. With two regs and one energizer, a Cal Assault can top off its own health in a matter of seconds. Just for the record, the HMG wrecks CalAssaults as fast as it does to other assaults, -15% ain't much for 600 shields, so you can count it off or compensate it with the SG.
Combat rifle wrecks the armor, but nowhere as fast as ScR does with shields, and the latter being good againts armor too.
Breach AR is better than both ARR and RR.
For explosives, we have flux nades and lasers on us.
The Shotgun is anti-shield.
1EE7
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