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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Rattati
C C P C C P Alliance
13061
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Posted - 2014.12.09 08:48:00 -
[1] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spectral Clone
Abandoned Privilege Top Men.
3280
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Posted - 2014.12.09 08:54:00 -
[2] - Quote
Niiice!
CCP Rattati wrote: Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio
What is the thought behind this change?
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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CCP Rattati
C C P C C P Alliance
13061
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Posted - 2014.12.09 08:58:00 -
[3] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spectral Clone
Abandoned Privilege Top Men.
3280
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Posted - 2014.12.09 09:03:00 -
[4] - 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.
It makes sense, thanks.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Kain Spero
Goonfeet
3938
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Posted - 2014.12.09 09:05:00 -
[5] - Quote
A lot of good stuff. Looks pretty solid overall.
So standard RE activation is going up to 5 seconds?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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THE-PIMP-NAMED-SLICKBACK
Direct Action Resources
267
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Posted - 2014.12.09 09:26:00 -
[6] - Quote
Are the shield mod strafing penalties still on the table? If so how would the reduction scale.
The One And Only
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pagl1u M
Dead Man's Game RUST415
1032
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Posted - 2014.12.09 09:28:00 -
[7] - Quote
Are you really not balancing sentinels yet? Wow.
One of the few assaults you'll find in a PC match!
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Evan Gotabor
Prima Gallicus
119
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Posted - 2014.12.09 09:31:00 -
[8] - Quote
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.
As for vehicles, well IGÇÖve been asking and posting for a so long time that I think my eyes are fooling me .
Eve 21 day Trial
Dust 514 win 5M ISK for 100.000WP
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Jebus McKing
Jebus Hates Scans
1231
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Posted - 2014.12.09 09:43:00 -
[9] - Quote
CCP Rattati wrote: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥
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 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.
CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 I'm primarily a shield user, but still I'm really interested in the reasoning behind this. That's almost a 40% nerf for plates. Why not increase movement penalty instead?
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.
CCP Rattati wrote: * Stacking Hit Point Modules I'd still prefer to buff the other modules instead of penalizing HP stacking.
...
You can only quote 5 times per post.
You have been scanned
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jade gamester
B.A.L.A.M.O.R.Y. G.L.O.R.Y.
45
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Posted - 2014.12.09 09:47:00 -
[10] - Quote
pagl1u M wrote:Are you really not balancing sentinels yet? Wow.
Are you blind?
What's the story in balamory?
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
475
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Posted - 2014.12.09 09:52:00 -
[11] - Quote
You me devteam hero Rattati From Russia with love.
BUGS514 Find all.
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Kain Spero
Goonfeet
3938
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Posted - 2014.12.09 09:56:00 -
[12] - Quote
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.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Orber Gen
Academy Inferno E-R-A
255
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Posted - 2014.12.09 09:57:00 -
[13] - Quote
CCP Rattati wrote: Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Thx bro, u just announced FOTM TAC AR 514, I believe that u don't know, but TAC AR allows u to shoot triple shot on a moded controller, with 18 bullets heavy is always going down... with 30 - we have new Gal tactical shootgun. Anyway, thx - I know what I'll spec into |
thehellisgoingon
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2014.12.09 10:06:00 -
[14] - Quote
Kain Spero wrote:A lot of good stuff. Looks pretty solid overall.
So standard RE activation is going up to 5 seconds?
And a min scout can hack in 3 seconds |
Kain Spero
Goonfeet
3938
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Posted - 2014.12.09 10:11:00 -
[15] - Quote
thehellisgoingon wrote:Kain Spero wrote:A lot of good stuff. Looks pretty solid overall.
So standard RE activation is going up to 5 seconds? And a min scout can hack in 3 seconds
I'm pretty sure this is the throw and ready time not a delay in the explosion after you push the button for the RE to explode.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Jebus McKing
Jebus Hates Scans
1231
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Posted - 2014.12.09 10:19:00 -
[16] - 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. No, they don't need this. I've never had a problem with "death frisbees", because anyone who pays attention can see and hear them coming. If you are getting killed by those, then you probably deserved it because you made a mistake.
REs are perfect to deal with Heavies, and groups of people who don't pay attention. With an activation time of 5 seconds everything you can do with REs is easily countered by either rushing forward, paddle backwards, or using a flux.
This is a straight buff to Heavies. When there is a Heavy and I don't have the firepower to deal with him directly and if he then rushes after me like an idiot he gets the RE treatment. He dies, and rightfully so, because he did not pay attention. With a 5 second activation time there is not much I can do other than run, hoping that I'll get away from him in time.
If this was really about DEATH FRISBEES then it would be a change to how REs are deployed, i.e. stop them from flying for 10m after throwing but drop to the ground right in front you. This change though only seems to cater to RE QQers.
You have been scanned
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pagl1u M
Dead Man's Game RUST415
1032
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Posted - 2014.12.09 10:22:00 -
[17] - Quote
jade gamester wrote:pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Are you blind? Show me how they are nerfing sentinels and I'll happily call myself a retrad.
PS if you are talking about that nerf to plates I ll laugh at you
One of the few assaults you'll find in a PC match!
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Valor Goat
44
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Posted - 2014.12.09 10:26:00 -
[18] - Quote
"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.
"Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio"
I would instantly advice a RoF nerf as a consequence of this because otherwise we are gonna see everyone using the TAR with modded controllers (once again). Or just put it down to 24 from 30.
1EE7
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Valor Goat
44
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Posted - 2014.12.09 10:28:00 -
[19] - Quote
pagl1u M wrote:jade gamester wrote:pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Are you blind? Show me how they are nerfing sentinels and I'll happily call myself a retrad. PS if you are talking about that nerf to plates I ll laugh at you Agreed, heavies are pretty much getting indirect buffs in both 1.1 and Hotfix Echo.
1EE7
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1047
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Posted - 2014.12.09 10:33:00 -
[20] - Quote
Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf.
Please support fair play!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11654
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Posted - 2014.12.09 10:35:00 -
[21] - Quote
Liking RE changes (please stay firm on these), rifle changes (for the most part), warbarge time returning. Not sure how I feel about the new plate values, but I'm open to it. I think the tac AR buff is too much. I would suggest maybe a clip size of 23. The SCR being able to fire 30 rounds in quick succession would be OP, and for that same reason I think a 30 round tAR magazine would also be OP. Scale it back a bit to 23 please. Since I've been back on Dust I've seen a lot of breach AR users, but I'm not convinced it needs a magazine nerf. It might be more likely that the other ARs were underperforming compared to the breach, in which case the buffs to the tac, burst, and base variant ARs may be all that is needed.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Lazer Fo Cused
Shining Flame Amarr Empire
171
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Posted - 2014.12.09 10:37:00 -
[22] - 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 .
1. Such a bad idea
2. With AV nades you can wildly miss and the auto aim on it makes it hit the tank, if you cant hit a tank with a nade you should quit |
Tesfa Alem
Death by Disassociation
526
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Posted - 2014.12.09 10:38:00 -
[23] - Quote
I think you already have a couple in depth looks at turrets and turret stats
Halla Mur nails it here
Vulpes also did a great job here
As far as complete stats on all of the vehicles, can't say with out understanding what your are trying to accomplish with each tank.
Obviously higher tier definitley needs more slots (one more high and low slot) and the Suraya and Sagaris need the PG and CPU necessary to fit proto modules, without fitting pg and cpu mods on them. Unless they are going to be amarr and minmatar placeholders in which case the entire thing need to be built ground up.
For the LLAV 3 high, two low for the cal LAV 2 high 3 low for the gal LAV. Rep modules of must be default. The default LLAVs were fine, it was the skill book that inmroved resistance to AV to unfathomable levels, plus collision damage on LAVS were broken, plus not the ungodly amounts of AV we have now. Take away those natural resists, price them little high, and i don't forsee why they should become the menace they once were.
In terms of which modules returning? Well, the question i think needs to be discussed is how much can utilizing a module affect survivability and combat?
- The Heat sink is one of them.
- Overdrive modules to improve manueverability?
I'm would to have a look at the old modules and see which ones i would reccomend and which ones we simply can't use. Heres a complete list.
Quote:
SK 6000 Nanofiber Structure I ISK 32000 Heavy Shield Transporter I ISK 6000 Power Diagnostic System I ISK 8680 Beta Power Diagnostic System ISK 12560 Local Power Diagnostic System ISK 18200 Type-G Power Diagnostic System ISK 25000 Systemic Field Stabilizer I ISK 16000 Light Remote Armor Repair Unit I ISK 6000 Energized Plating I ISK 32000 Heavy Remote Armor Repair Unit I ISK 46320 Heavy Remote IG-R Polarized Armor Regenerator ISK 67080 Heavy Remote Efficient Armor Repair Unit ISK 97160 Heavy Remote Automated Armor Repair Unit ISK 23160 Light Remote IG-R Polarized Armor Regenerator ISK 33560 Light Remote Efficient Armor Repair Unit ISK 48560 Light Remote Automated Armor Repair Unit ISK 46320 Heavy Converse Shield Transporter ISK 67080 Heavy Clarity Ward Shield Transporter ISK 97160 Heavy C5-R Shield Transporter ISK 16000 Light Shield Transporter I ISK 23160 Light Converse Shield Transporter ISK 48560 Light C3-R Shield Transporter ISK 33560 Light Clarity Ward Shield Transporter ISK 8680 Energized Nanite Plating ISK 12560 Voltaic Energized Plating ISK 18200 N-Type Energized Plating ISK 6000 Shield Resistance Amplifier I ISK 8680 Supplemental Shield Amplifier ISK 12560 Ward Shield Amplifier ISK 18200 F-S3 Shield Amplifier ISK 36240 Systemic Vortex Stabilizer ISK 52480 Systemic Field Stabilizer II ISK 14000 Damage Control Unit I ISK 20280 Crisis Damage Control Unit ISK 29360 F45 Peripheral Damage Control Unit ISK 42520 Electron Damage Control Unit ISK 32000 180mm Reinforced Steel Plates ISK 46320 180mm Reinforced Nanofibre Plates ISK 67080 180mm Reinforced Polycrystalline Plates ISK 97160 180mm Reinforced Type-A Plates ISK 8680 Modified P-Type Nanofiber ISK 12560 Altered M-Type Nanofiber ISK 18200 Type-G Nanofibre Internal Structure ISK 6000 Shield Regenerator I ISK 8680 Supplemental Shield Regenerator ISK 12560 Ward Shield Regenerator ISK 18200 M42 Shield Regenerator ISK 22080 Militia 180mm Reinforced Steel Plates ISK 4160 Militia Energized Plating ISK 4160 Militia Power Diagnostic System ISK 4160 Militia Shield Regenerator ISK 4160 Militia Shield Resistance Amplifier ISK 12000 Fire Control System ISK 12000 Conscript Heat Sink ISK 17360 Asynchronous Fire Control ISK 25160 Fire Control System II ISK 25160 'Trojan' Fire Control System ISK 17360 Modified Extruded Heat Sink ISK 25160 Vented Heat Sink ISK 25160 'Helios' Heat Sink ISK 12000 Basic Blaster Damage Amplifier ISK 25160 Enhanced Blaster Damage Amplifier ISK 36240 Complex Blaster Damage Amplifier ISK 12000 Heavy Payload Control System I ISK 17360 HP Multiphasic Bolt Array I ISK 25160 Heavy Payload Control System II ISK 12000 Systemic Ballistic Control System I ISK 25160 Systemic Bolt Array I ISK 36240 Systemic Ballistic Control System II ISK 16000 Active Heat Sink I ISK 23160 Azeotripic Coolant Pump ISK 33560 Active Heat Sink II ISK 33560 Gadolinium Array ISK 12000 Conscript Tracking Enhancer I ISK 16000 Conscript Tracking Computer I ISK 36240 G-11 Nonlinear Tracking Processor ISK 33560 Conscript Tracking Computer II ISK 33560 'Delphi' Tracking CPU ISK 17360 Delta-Nought Tracking Mode ISK 17360 Conscript Tracking Enhancer II ISK 25160 Zeta-Nought Tracking Mode AUR 4800 Militia 180mm Reinforced Steel Plates Blueprint AUR 4800 Militia Shield Regenerator Blueprint AUR 4800 Militia Shield Resistance Amplifier AUR 4800 Militia Power Diagnostic System Blueprint ISK 8280 Militia Spool Reduction Unit ISK 8280 Militia Heat Sink ISK 8280 Militia Tracking Enhancement ISK 11040 Militia Active Heat Sink ISK 11040 Militia Tracking CPU ISK 9680 Militia Damage Control Unit
Redline for Thee, but no Redline for Me.
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Wilhelm Klingspor
DUST University Ivy League
416
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Posted - 2014.12.09 10:39:00 -
[24] - 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.
Various Increased Warbarge time to X from Y minutes for squadbuilding
Back are the days of the Warpolonaise! Also nice to see who you are up against.
Also, the plates nerf wil probably hit me like a kick in the jarbles, but my cheek shall remain dry.
Frisbee of death changes are sensible.
I won't leave my trusty PLC so i'll leave the bickering about rifles to clearer minds.
cheers
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6640
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Posted - 2014.12.09 10:46:00 -
[25] - Quote
The return of logistic vehicles is hopefully a triumphant one, will the scout LAV also be considered?
Reduced Small Blaster Dispersion: on top of this, perhaps a damage buffer for the gunners of LAVs, it's far too easy to take them out currently. A look at the turn speed of the turret would also be welcome as it's fatally slow as of now.
Transport WP for LAV's: Awesome, similar to dropships, or is this distance related?
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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Francois Sanchez
Prima Gallicus
178
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Posted - 2014.12.09 10:46:00 -
[26] - Quote
The RE nerf isn't needed at all as now people will be able to scan them. |
Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
475
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Posted - 2014.12.09 10:48:00 -
[27] - 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. yes or not?
BUGS514 Find all.
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6640
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Posted - 2014.12.09 10:50:00 -
[28] - Quote
Francois Sanchez wrote:The RE nerf isn't needed at all as now people will be able to scan them. RE nerf? I think I missed that....
I can't see it.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6640
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Posted - 2014.12.09 10:59:00 -
[29] - Quote
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.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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THUNDERGROOVE
Fatal Absolution
1226
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Posted - 2014.12.09 11:00:00 -
[30] - Quote
CCP Rattati wrote: Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
I'm wet.
I'll let someone else post numbers, I'm far better at giving feedback on stats.
More like Titans of Penis amirite?
Come play a better game.
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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
|
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
|
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
|
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
|
Kaze Eyrou
Molon Labe. General Tso's Alliance
1069
|
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
|
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
|
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
|
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
|
Cat Merc
Fatal Absolution General Tso's Alliance
13615
|
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
|
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
|
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
|
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~
|
Grimmiers
737
|
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
|
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
|
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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Valor Goat
51
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Posted - 2014.12.09 12:52:00 -
[61] - Quote
Cat Merc 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. 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. 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.
1EE7
|
Cat Merc
Fatal Absolution General Tso's Alliance
13620
|
Posted - 2014.12.09 12:53:00 -
[62] - Quote
It seems that you nerfed complex plates the hardest Rattati. (25/30/35 STD/ADV/PRO) This really doesn't make sense, their penalty is the highest and they are the least used plates by anything that isn't a sentinel. (Even then, enhanced plates are very appealing).
Might want to normalize the nerf to 25HP per plate?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Valor Goat
51
|
Posted - 2014.12.09 12:54:00 -
[63] - Quote
Vitantur Nothus wrote: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. I wish we would get even only one of these.
1EE7
|
Valor Goat
51
|
Posted - 2014.12.09 12:55:00 -
[64] - Quote
Cat Merc wrote:It seems that you nerfed complex plates the hardest Rattati. (25/30/35 STD/ADV/PRO) This really doesn't make sense, their penalty is the highest and they are the least used plates by anything that isn't a sentinel. (Even then, enhanced plates are very appealing).
Might want to normalize the nerf to 25HP per plate? I kinda agree, but even then, ferros and reactives need a nerf.
1EE7
|
Cat Merc
Fatal Absolution General Tso's Alliance
13620
|
Posted - 2014.12.09 12:57:00 -
[65] - Quote
Valor Goat wrote:Cat Merc 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. 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. 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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Celus Ivara
DUST University Ivy League
248
|
Posted - 2014.12.09 13:02:00 -
[66] - Quote
CCP Rattati wrote:Current Remote Explosives STD/ADV/PRO: Activation 5/5/5 Happy with this. A slight increase to the activation time should keep RE vs Infantry gameplay viable while removing the absolute lack of defense from it. A slightly more noticeable activation sound may be warranted, too.
CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts Re: the Plate size nerf, Like others, I'm curious as to the motivation for this. Not saying it's a bad move; just that -25% is a pretty notable change for such a widely used module. Re: the AP Scout speed penalty, Thank you (and note that I'm saying that as a Scout). This specific nerf to brick-tanking a Scout-suit has been sought for a while now.
CCP Rattati wrote:Increased Warbarge time to X from Y minutes for squadbuilding In general, very happy to see the Warbarge return. It adds a lot to world immersion, and is one of the only social spaces we have. A request though, could we add a small amount of code to hinder people rapidly sliding forward and backward? Few things make me want to log-off more than being grinded on by creeps. :(
CCP Rattati wrote:Transport WP for LAV's A caution: Make sure to double-check that the code only applies to drivers moving passengers and not all occupants. Don't want people alone in a LAV doing loops around the map to get WP for transporting themselves. |
Valor Goat
51
|
Posted - 2014.12.09 13:09:00 -
[67] - Quote
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.
1EE7
|
Mobius Wyvern
Sky-FIRE
5500
|
Posted - 2014.12.09 13:10:00 -
[68] - Quote
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.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Valor Goat
51
|
Posted - 2014.12.09 13:16:00 -
[69] - Quote
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.
1EE7
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Vitantur Nothus
Nos Nothi
1051
|
Posted - 2014.12.09 13:19:00 -
[70] - Quote
Valor Goat wrote:Vitantur Nothus wrote: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. I wish we would get even only one of these.
Precisely what I mean by "not cumulative". Combined, these would break the role (not my intention). On the topic, I am not a Heavy and I freely defer those Heavies who've proposed derpa-free HMG balance suggestions, namely Fox Gaden. |
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
|
Posted - 2014.12.09 13:28:00 -
[71] - Quote
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
supercalifragilisticexpialidocious
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Mobius Wyvern
Sky-FIRE
5500
|
Posted - 2014.12.09 13:31:00 -
[72] - Quote
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
Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit.
Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker.
If anything, I think we need to look at backing down the racial damage bonuses a little.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
|
Posted - 2014.12.09 13:35:00 -
[73] - Quote
Mobius Wyvern 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 Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit. Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker. If anything, I think we need to look at backing down the racial damage bonuses a little.
I asked CCP to fix this a million times and they never even reply. All they need to do is change the weapon damage prof bonus to 1 or 2% damage per level.
supercalifragilisticexpialidocious
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Valor Goat
51
|
Posted - 2014.12.09 13:43:00 -
[74] - Quote
Mobius Wyvern 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 Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit. Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker. If anything, I think we need to look at backing down the racial damage bonuses a little. My complaints about armor are not based on Calassault vs armor tankers. I can wreck an armor tanked dude anytime with my Cal assault, and I know how to fit the latter good. I repeat, it's just that I'm sick of the armor tanking meta, which has gone for far too long (we surely are in a better place compared to what it was, but it clearly isn't enough).
EDIT: I agree with you on that
1EE7
|
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CCP Rattati
C C P C C P Alliance
13093
|
Posted - 2014.12.09 13:46:00 -
[75] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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zzZaXxx
The Exemplars
695
|
Posted - 2014.12.09 13:59:00 -
[76] - Quote
Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. |
Meee One
Amakakeru-Ryu-no-Hirameki
1379
|
Posted - 2014.12.09 14:10:00 -
[77] - Quote
CCP Rattati wrote: Community proposed stats requested: GA LLAV CA LLAV Modules
I would like to know the LLAVs role first. Is it to aid vehicles,or infantry? Vehicles = high defense,lower top speed Infantry = lower defense,higher speed/accel
If LLAVs are going to be slow,the vehicles shield must protect the driver and rep gunner. Otherwise LLAVs will be just as much of a death trap logistics suits are.
Modules: -Hive modules (ammo,health,hybrid,same radius as supply depots)(if possible,can refill vehicle ammo) Can use scanning animation -Rep tool for armor and shields -scan/tacnet scrambler (disables scanning temporarily) -decoy projector (flashes on the enemies radar with fake signatures) -cloak (for scout LAVs) Not really a module but,rep turrets instead of regular (based on race). So the driver can use one on a target,and the gunner can use one on another.
As for stat specifics,i'll wait until you decide its role first.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meeko Fent
Kirkinen Risk Control Caldari State
2246
|
Posted - 2014.12.09 14:23:00 -
[78] - Quote
pagl1u M wrote:jade gamester wrote:pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Are you blind? Show me how they are nerfing sentinels and I'll happily call myself a retrad. PS if you are talking about that nerf to plates I ll laugh at you Ok wiseguy, what do you want?
Nerfing HP directly will kill them, nerfing the HMG will send them into light guns. They brst they could do is to punish they heavies for stacking insane amounts of HP mods. Which they are.
I am the bluedot. And I will rise again.
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Ld Collins
Titans of Phoenix
176
|
Posted - 2014.12.09 14:27:00 -
[79] - Quote
can you please buff proximity explosives thanks.. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
|
Posted - 2014.12.09 14:41:00 -
[80] - Quote
This is gonna sound crazy but can we nerf the regular AR dps, buff it's range to 50M and leave the breach as the short range version?
supercalifragilisticexpialidocious
|
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
|
Posted - 2014.12.09 14:42:00 -
[81] - 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. Unless it's major, a heat change won't, again, do anything to counter the sentinel spam.
By major I'm talking 1.5-2 seconds less time to fire.
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
13622
|
Posted - 2014.12.09 14:44:00 -
[82] - Quote
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.
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
3442
|
Posted - 2014.12.09 14:46:00 -
[83] - 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.
Also most weapons are anti armor, and any weapons that are antishields are extremely limited in effectiveness barring the SCR which murders everything..
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
|
Posted - 2014.12.09 14:54:00 -
[84] - Quote
zzZaXxx wrote:Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. huh? I've seen my armor ticking under fire.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Meeko Fent
Kirkinen Risk Control Caldari State
2246
|
Posted - 2014.12.09 15:23:00 -
[85] - Quote
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.
I am the bluedot. And I will rise again.
|
zzZaXxx
The Exemplars
695
|
Posted - 2014.12.09 15:24:00 -
[86] - Quote
Cat Merc wrote:zzZaXxx wrote:Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. huh? I've seen my armor ticking under fire. Someone tell me you're experiencing this too. |
Cat Merc
Fatal Absolution General Tso's Alliance
13624
|
Posted - 2014.12.09 15:28:00 -
[87] - Quote
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.
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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Logi Bro
Brutor Vanguard Minmatar Republic
3392
|
Posted - 2014.12.09 15:36:00 -
[88] - Quote
What's the reasoning behind that significant armor plate nerf? I'd really appreciate a dev response on this, as it seems really out of the blue.
SP Sinks? Fixed.
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manboar thunder fist
Dead Man's Game RUST415
290
|
Posted - 2014.12.09 15:51:00 -
[89] - Quote
Proto tanks? Introduce proto ads
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Drecain Midular
Molon Labe. General Tso's Alliance
23
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Posted - 2014.12.09 16:07:00 -
[90] - Quote
After playing a couple of matches of 1.10 I found simething missing.
A HUD display for the squad leader to keep track of how many orbital WP the squad has... |
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CeeJ Mantis
Mantodea MC
110
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Spkr4theDead
Red Star. EoN.
2451
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Posted - 2014.12.09 21:09:00 -
[121] - Quote
Cat Merc wrote: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 Would you rather me have fun battling other vehicles, or make a match miserable for you? Those are the only choices, really.
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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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8707
|
Posted - 2014.12.09 21:09:00 -
[122] - Quote
I'll say this about the RE Nerf.
It's a good thing to nerf.
But you HAVE to do something about sentinels. RE's are spammed in PC for 1 REASON ONLY.
And that is the fact that Heavy spam on CQC objectives is HELL to fight through. Without equal numbers of heavies on your side, RE's are the ONLY way to deal with them.
If you extend the RE activation time, you NEED to remove splash resistance on heavies. Concentrated MD fire will be the only way to remove from the objective, but that's impossible with the giant 75% damage or less to them.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:10:00 -
[123] - 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 Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP.
Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Valor Goat
61
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Posted - 2014.12.09 21:12:00 -
[124] - Quote
BL4CKST4R wrote:Valor Goat wrote:Cat Merc wrote: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. Indeed but that kind of assaults is a huge problem for Caldari Assaults that needs to be fixed. Btw, Caldari and gallente assaults both are hard mode, compared to amarr and double tanked minmatar.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
|
Posted - 2014.12.09 21:12:00 -
[125] - Quote
Spkr4theDead wrote:Cat Merc wrote: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 Would you rather me have fun battling other vehicles, or make a match miserable for you? Those are the only choices, really. or OR We could have vehicles fulfill a battlefield role like, say, infantry support.
Then the vehicles providing infantry support will be hunted down by killer vehicles. Said killer vehicles will be hunted down by other killer vehicles.
Oh and look here, suddenly you both have a reason to exist on the battlefield, tanks fights, AND you aren't destroying infantry like it's nobody's business!
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Spkr4theDead
Red Star. EoN.
2451
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Posted - 2014.12.09 21:13:00 -
[126] - Quote
True Adamance wrote:@ 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 MLT tank slot layout should stay as is; STD tanks should be 2/4 - 4/2, and the ADV tanks (marauders) 3/5 and 5/3.
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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Cat Merc
Fatal Absolution General Tso's Alliance
13673
|
Posted - 2014.12.09 21:13:00 -
[127] - Quote
Valor Goat wrote:BL4CKST4R wrote:Valor Goat wrote:Cat Merc wrote: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. Indeed but that kind of assaults is a huge problem for Caldari Assaults that needs to be fixed. Btw, Caldari and gallente assaults both are hard mode, compared to amarr and double tanked minmatar. Targeting ferroscales and reactives would be the final nail in the coffin of Gal Assaults.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Valor Goat
61
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Posted - 2014.12.09 21:16:00 -
[128] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote: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 Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP. Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor. I too sometimes kill them easy, but that's when they are in range and are low of stamina (so that they can't run in cover). The problem comes out mainly in CQC.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
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Posted - 2014.12.09 21:17:00 -
[129] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote: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 Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP. Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor. I too sometimes kill them easy, but that's when they are in range and are low of stamina (so that they can't run in cover). The problem comes out mainly in CQC. Uhhh, that's where I engage them the most. I'm a Gal Assault with a Duvolle, engaging them at range is suicidal lol
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15628
|
Posted - 2014.12.09 21:20:00 -
[130] - Quote
Cat Merc wrote: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
Cat he isn't wrong.
The main gun of most modern battle tanks has been a large calibre cannon designed to apply the maximum amount of destructive force at a target or at an enemy vehicle.
All HAV main guns should be designed first and foremost to take down another vehicle of similar or small size, with a focus on infantry second. However the value of such vehicles really should become apparent in the inter play between the two units.
Tanks will require gunners to engage multiple smaller targets in cover....... kind of the reason tanks often have forward hull guns or machine guns on the cuppola, and in the escorting of friendly units across open ground.....as well as (what I perceive to be the most important part of my role) forcing the enemy to bring out anti vehicle fits for you infantry to **** up.
Line battles for HAV should be entirely possible...... all of those scenes from Dust 514 trailers should be possible for vehicle users to attain. It's what we want....hell I don't know of another tanker who thinks of a successful battle in KDR..... we think in terms of potential ISK destroyed.
*"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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shaman oga
Dead Man's Game
3401
|
Posted - 2014.12.09 21:20:00 -
[131] - Quote
Nothing on logi and commando? Well i'll keep using my min logi.
Situational awareness also known as passive scan.
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Arkena Wyrnspire
Fatal Absolution
19969
|
Posted - 2014.12.09 21:22:00 -
[132] - Quote
CCP Rattati wrote: Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
I am concerned that this is will take the TAR from underpowered to overpowered.
That's a very significant clip size buff on something which I don't believe is a terrible weapon. I do believe that the clip size is the primary hindering factor on the TAR - and if it's underperforming that is indeed a good place to begin.
However... That is a very large clip size buff. The TAR now has very similar DPS levels to the SCR. With 30 rounds that is going to be an exceptionally potent weapon, with no great operational difficulties.
I propose a more modest increase of 18 --> 24, rather than 18 --> 30.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Valor Goat
61
|
Posted - 2014.12.09 21:22:00 -
[133] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote: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 Go ahead, make it. All of my Gal Assaults run with STD fluxes and STD IoP. Well, I seriously don't understand you. I encounter these kinds of Amarr all the time, and they're among the easiest assaults to deal with for me. They're slow and can't strafe properly, both deadly targets for my Duvolle, even if I get a -10% penalty against their armor. I too sometimes kill them easy, but that's when they are in range and are low of stamina (so that they can't run in cover). The problem comes out mainly in CQC. Uhhh, that's where I engage them the most. I'm a Gal Assault with a Duvolle, engaging them at range is suicidal lol Yes I guessed it lol, but your +10% -10% is better than his 20% -20% since you are both armored, so that's an advantage (which should be compensated though by the fact that the ScR makes the AR its slave). We're still talking about costant regenerating amarr assaults with 600-700 hp btw.
#Respect for using a duvolle instead of a CreoDron btw.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13673
|
Posted - 2014.12.09 21:27:00 -
[134] - Quote
True Adamance wrote:Cat Merc wrote: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 Cat he isn't wrong. The main gun of most modern battle tanks has been a large calibre cannon designed to apply the maximum amount of destructive force at a target or at an enemy vehicle. All HAV main guns should be designed first and foremost to take down another vehicle of similar or small size, with a focus on infantry second. However the value of such vehicles really should become apparent in the inter play between the two units. Tanks will require gunners to engage multiple smaller targets in cover....... kind of the reason tanks often have forward hull guns or machine guns on the cuppola, and in the escorting of friendly units across open ground.....as well as (what I perceive to be the most important part of my role) forcing the enemy to bring out anti vehicle fits for you infantry to **** up. Line battles for HAV should be entirely possible...... all of those scenes from Dust 514 trailers should be possible for vehicle users to attain. It's what we want....hell I don't know of another tanker who thinks of a successful battle in KDR..... we think in terms of potential ISK destroyed. You don't seem to understand me. I am all for vehicle weapons being primarily anti infantry.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Stefan Stahl
Seituoda Taskforce Command
875
|
Posted - 2014.12.09 21:46:00 -
[135] - Quote
CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
[...]
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.
1. Be careful with the armor nerf. I support the notion, but I'd take slightly smaller steps. Before the last buff the basic armor plate had 65 hp I think. Nobody used armor. Then it was buffed to 85 hp. Everyone started stacking armor. Let's settle somewhere in between. I think the old progression was 65/85/110 hp at 5/8/10% movement penalty. If I remember correctly. I'm fairly certain, but please ask a second source on this. (I support the general idea because for one armor is right now straight up more powerful than shields, even in the face of anti-armor rifles and additionally the utility of all hp-modules currently surpases that of non-hp modules. The amount of hp that not-being-scanned compensates for is finite.)
2. The AScR is a one-trick pony. If the target has shields, it melts them. Otherwise it merely illuminates the direction the enemy needs to shoot at you ("Hello Mr. Amarr Sentinel. Please shoot this way."). If the armor nerf doesn't do the trick I'd suggest giving it a more balanced damage profile. 15/-15 would be my suggestion.
...
P.S: I don't like how the AScR was the only topic not bolded in your post. Is that your subtle way of demoralizing those that like it? |
Valor Goat
63
|
Posted - 2014.12.09 22:14:00 -
[136] - Quote
Stefan Stahl wrote:CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
[...]
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. 1. Be careful with the armor nerf. I support the notion, but I'd take slightly smaller steps. Before the last buff the basic armor plate had 65 hp I think. Nobody used armor. Then it was buffed to 85 hp. Everyone started stacking armor. Let's settle somewhere in between. I think the old progression was 65/85/110 hp at 5/8/10% movement penalty. If I remember correctly. I'm fairly certain, but please ask a second source on this. (I support the general idea because for one armor is right now straight up more powerful than shields, even in the face of anti-armor rifles and additionally the utility of all hp-modules currently surpases that of non-hp modules. The amount of hp that not-being-scanned compensates for is finite.) 2. The AScR is a one-trick pony. If the target has shields, it melts them. Otherwise it merely illuminates the direction the enemy needs to shoot at you ("Hello Mr. Amarr Sentinel. Please shoot this way."). If the armor nerf doesn't do the trick I'd suggest giving it a more balanced damage profile. 15/-15 would be my suggestion. ... P.S: I don't like how the AScR was the only topic not bolded in your post. Is that your subtle way of demoralizing those that like it?
I think everyone would agree on the ScR getting that profile
1EE7
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15630
|
Posted - 2014.12.09 22:39:00 -
[137] - Quote
Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
There's not point but I think as a pilot of one of the, arguably, most hated vehicles know to this game...... there has to be a point where I step back and say.... I'm not designed to do this....
The issue is that when tanks do help infantry, the other infantry whine that HAV are OP, and the friendlies whine that the HAV stole their kills.....
When we want to drop other vehicles AV whine that their role is not THE most effective means of dealing with vehicles, and other vehicles complain that we ARE the best means of destroying other vehicles.....
With a current mind set like this where else can we go but our own little line battles if infantry won't let us help them, and other vehicles won't let us destroy them?
*"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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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1574
|
Posted - 2014.12.09 22:48:00 -
[138] - Quote
Why not up the HP values on shields a bit instead of simply knocking down armor plates? Increase the TTK and make everyone happy?
Either way, can't wait for tank variations again~ Hoping to see vehicles and modules put back to previous styles and variety. Speaking of which, perhaps we could get large blasted adjusted back to the way they were before (1.7)? Lower damage, range, but return their accuracy and give variations like the scattered blaster and such?
I want to punch.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
280
|
Posted - 2014.12.09 23:10:00 -
[139] - Quote
True Adamance wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
There's not point but I think as a pilot of one of the, arguably, most hated vehicles know to this game...... there has to be a point where I step back and say.... I'm not designed to do this.... The issue is that when tanks do help infantry, the other infantry whine that HAV are OP, and the friendlies whine that the HAV stole their kills..... When we want to drop other vehicles AV whine that their role is not THE most effective means of dealing with vehicles, and other vehicles complain that we ARE the best means of destroying other vehicles..... With a current mind set like this where else can we go but our own little line battles if infantry won't let us help them, and other vehicles won't let us destroy them?
So much truth here. |
Y-BLOCK
BioCyberDevelopment
35
|
Posted - 2014.12.10 00:34:00 -
[140] - Quote
Scrambler Rifles
Assault- Buff zoom, and or, buff damage slightly. Other than that, I everything else I feel is on par.
Semi- Overrheating, still my main issue with it right now compared to pre-Delta. If you are reducing clip size, then lower the heat build up, or raise the Amarr Assault heat management bonus.!
Now that You've Tasted my Mutton.. How do you Like it!?!
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Daddrobit
You Can Call Me Daddy
1177
|
Posted - 2014.12.10 00:56:00 -
[141] - Quote
A note or two on the TAR.
As someone who uses the TAR as it is, do not raise the TAR to 30 bullets, if you feel the need to increase it, only take it to 20-22, any more and I fear it will be too much. I know this is fairly anecdotal evidence, but I've been playing with the TAR more and more recently, and I feel it is already incredibly strong if just underused. While I'm usually around a 20-25 kill per game player, the last few days I've used the TAR in I've been able to heap on games between 37-48 kills.
Second, can we get a standard version of this, the ARR, ACR, and the AScR? Since you're trying to fill out the LP store ass well, would it be too much to ask for these in the general store? It just seems odd to have a militia variant, but then be forced to wait until advanced to use it again, not to mention the price markup.
Also, you mentioned that you didn't want to change HMG headshots as it took away from skill. To be quite frank, the HMG is more than just a little forgiving when it comes to getting headshots.
Case in point.
That screen was taken at the exact moment Thunderbolt manage to 'earn his kill' through a headshot with his HMG from this video at the 7:19 minute mark. Look at where my head is in that reticule, it's on the very edge at the top right touching the very edge and it still gave him a headshot kill. Headshot with HMGs are easily boosted with just plain dumb luck since you don't actually gain anything from ADS-ing.
I'd say remove Headshot bonuses unless you are currently ADS-ing the HMG.
O.G. Pink Fluffy Bunny
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Spkr4theDead
Red Star. EoN.
2451
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Posted - 2014.12.10 00:58:00 -
[142] - Quote
Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again.
We can melt all infantry, or vehicles can beat the hell out of each other. Choose one.
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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Daddrobit
You Can Call Me Daddy
1178
|
Posted - 2014.12.10 01:22:00 -
[143] - Quote
Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one.
Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways.
O.G. Pink Fluffy Bunny
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hfderrtgvcd
1458
|
Posted - 2014.12.10 01:28:00 -
[144] - Quote
Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all
You can't fight in here! This is the war room.
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Valor Goat
65
|
Posted - 2014.12.10 01:30:00 -
[145] - Quote
Y-BLOCK wrote:Scrambler Rifles
Assault- Buff zoom, and or, buff damage slightly. Other than that, I everything else I feel is on par.
Semi- Overrheating, still my main issue with it right now compared to pre-Delta. If you are reducing clip size, then lower the heat build up, or raise the Amarr Assault heat management bonus.! LOL, get good breh
1EE7
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Valor Goat
65
|
Posted - 2014.12.10 01:31:00 -
[146] - Quote
hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Probably the most pointless "nerf" ever
1EE7
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15643
|
Posted - 2014.12.10 02:03:00 -
[147] - Quote
Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways.
And that is the nature of escalation.
One teams acts.
The Other reacts.
The conflict is resolved. The losing side must then either choose to react again or stand down.
If a team is unwilling to commit either AV units, Tanks, or even a freaking Jihad Jeep to the combat then they have no cause to complain.
*"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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501st Headstrong
Capital Acquisitions LLC General Tso's Alliance
754
|
Posted - 2014.12.10 02:12:00 -
[148] - Quote
I agree with True. Dust is a game of Play/Counter-Play. If you do not want to always counter your enemy, make them counter you :) Dust is only Pay to Win in how much Isk people are willing to spend to win a match
Ace Boone's Son/ Danizzle's Friend/ OG GAM4LIfe
"Are you a boy or girl?" -Most asked question in Dust
Waiting for SWBF
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CCP Rattati
C C P C C P Alliance
13261
|
Posted - 2014.12.10 02:24:00 -
[149] - Quote
hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all
Tac AR kills are 1% in PC. It's obviously not borderline OP.
Remains to be seen.
Scrambler is just to get rifle alignment for future balancing.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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501st Headstrong
Capital Acquisitions LLC General Tso's Alliance
755
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Posted - 2014.12.10 02:27:00 -
[150] - Quote
I'm shocked the Tac AR IS even 1% of PC kills lol
Ace Boone's Son/ Danizzle's Friend/ OG GAM4LIfe
"Are you a boy or girl?" -Most asked question in Dust
Waiting for SWBF
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Vitantur Nothus
Nos Nothi
1069
|
Posted - 2014.12.10 02:39:00 -
[151] - Quote
Crimson ShieId wrote:Why not up the HP values on shields a bit instead of simply knocking down armor plates? Increase the TTK and make everyone happy?
A "more HP" solution would do little to help with module imbalance or King HP. |
Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 02:40:00 -
[152] - Quote
Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways. So it should be balanced on the off chance that nobody on one team has access to a good tank? That's a terrible way to balance vehicles.
It's the luck of the draw. If someone starts to protect their redline from the big bad wolf after losing one tank, then they have no business being in a tank in the first place. You can't balance vehicles around that.
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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Imp Smash
Molon Labe. General Tso's Alliance
472
|
Posted - 2014.12.10 02:46:00 -
[153] - Quote
CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Yes TAC ar is largely unused. But it is still a good gun. The TAC ar was broken good for a long time. Ratta, when you guys make these changes, y'all ARE considering past iterations yes? Did you look up the numbers from when the TAC ar was more than 50% of kills in PC? Learn from history or we are doomed to repeat it. |
Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 02:46:00 -
[154] - Quote
True Adamance wrote:Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways. And that is the nature of escalation. One teams acts. The Other reacts. The conflict is resolved. The losing side must then either choose to react again or stand down. If a team is unwilling to commit either AV units, Tanks, or even a freaking Jihad Jeep to the combat then they have no cause to complain. I think they didn't like Chromosome tanks because they very easily beat the hell out of each other, leaving AV to just watch the carnage. I bet they thought "why should tanks do that to each other, we should do that to them instead," and that started the straight-down roller coaster of tank nerfs.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15650
|
Posted - 2014.12.10 02:49:00 -
[155] - Quote
Spkr4theDead wrote:True Adamance wrote:Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways. And that is the nature of escalation. One teams acts. The Other reacts. The conflict is resolved. The losing side must then either choose to react again or stand down. If a team is unwilling to commit either AV units, Tanks, or even a freaking Jihad Jeep to the combat then they have no cause to complain. I think they didn't like Chromosome tanks because they very easily beat the hell out of each other, leaving AV to just watch the carnage. I bet they thought "why should tanks do that to each other, we should do that to them instead," and that started the straight-down roller coaster of tank nerfs.
Those old Tank fights looked tough as hell and I remember watching Beld in his Surya, I think it was, blapping bobthecakeman (forgot his name its been so long)and visa versa all the live long day @ 3 million a pop.
*"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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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 03:25:00 -
[156] - Quote
True Adamance wrote:
Those old Tank fights looked tough as hell and I remember watching Beld in his Surya, I think it was, blapping bobthecakeman (forgot his name its been so long)and visa versa all the live long day @ 3 million a pop.
I've said multiple times I don't care about the price, I just want a tank to be a tank.
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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Daddrobit
You Can Call Me Daddy
1186
|
Posted - 2014.12.10 03:32:00 -
[157] - Quote
Spkr4theDead wrote:Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways. So it should be balanced on the off chance that nobody on one team has access to a good tank? That's a terrible way to balance vehicles. It's the luck of the draw. If someone starts to protect their redline from the big bad wolf after losing one tank, then they have no business being in a tank in the first place. You can't balance vehicles around that.
You say it shouldn't be balanced around the chance that someone can't counter you, but then say it's the luck of the draw that lets you stomp the other team if there isn't an opposing tank and suddenly that's an ok way to balance?
No.
Speaking 100% on general game balance, in a scenario where two teams have equal numbers of potential actors able to attack one another, there should never be a situation where one actor has a powerful manner of play that is best countered by itself or otherwise requires the combined effort of more than one individual on the enemy team. That is not proper game balance.
And this applies to all gameplay, be it tanks, cloaky scouts, or murder taxi heavies. The best counter to any power play can never be itself and be considered balance.
O.G. Pink Fluffy Bunny
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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 03:37:00 -
[158] - Quote
Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right?
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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Vitantur Nothus
Nos Nothi
1080
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Posted - 2014.12.10 03:45:00 -
[159] - Quote
Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? Nyain San is still stomping Ambush all day every day, and they're quick to drop two HAVs when the map loads OMS.
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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 03:46:00 -
[160] - Quote
Vitantur Nothus wrote:Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? Nyain San is still stomping Ambush all day every day, and they're quick to drop two HAVs when the map loads OMS. What's to stop the other team from bringing in tanks? Are we AGAIN going to balance the game around Ambush? CCP has already done that more than once. It really needs to stop.
If you don't like tanks, go play Call of Duty. I'm sick of this BS.
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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hfderrtgvcd
1473
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Posted - 2014.12.10 03:46:00 -
[161] - Quote
CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. The tac ar being unpopular has more to do with map design than the weapon. The gun is very good but the vast majority of fighting in pc is in cqc. That is why hmgs and shotguns are so popular.
If you nerf armor plates without touching the speed penalty everyone will simply switch to ferros and reactives. 65/90/115 seems more reasonable to me.
You can't fight in here! This is the war room.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15656
|
Posted - 2014.12.10 03:50:00 -
[162] - Quote
Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote:Spkr4theDead wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
I'll say it again. We can melt all infantry, or vehicles can beat the hell out of each other. Choose one. Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways. So it should be balanced on the off chance that nobody on one team has access to a good tank? That's a terrible way to balance vehicles. It's the luck of the draw. If someone starts to protect their redline from the big bad wolf after losing one tank, then they have no business being in a tank in the first place. You can't balance vehicles around that. You say it shouldn't be balanced around the chance that someone can't counter you, but then say it's the luck of the draw that lets you stomp the other team if there isn't an opposing tank and suddenly that's an ok way to balance? No. Speaking 100% on general game balance, in a scenario where two teams have equal numbers of potential actors able to attack one another, there should never be a situation where one actor has a powerful manner of play that is best countered by itself or otherwise requires the combined effort of more than one individual on the enemy team. That is not proper game balance. And this applies to all gameplay, be it tanks, cloaky scouts, or murder taxi heavies. The best counter to any power play can never be itself and be considered balance.
I won't start to talk too much about other games.....but I'll cite a number of games which are universally received as well made and that have vehicles that are able to counter multiple players at a time.
Battlefield 3-4 Starwars Battlefront 1-2 Planetside 2
At some point players have to realise that vehicle operators have to be give credit for what they do. For every infantry man players accept that can have 8/0, 16/0, 21/1, hell if you are Saxonmish upwards of 40/0 you have to accept vehicles pilots can do that as well.
However unlike in those games I am investing my personal economic resources (in game ISK) into the operation of these things.
The difference between Tanks and infantry is that..... Tanks will always be one of the best counters to tanks (doesn't matter if its the best of not) as modern tanks are designed to destroy...... other modern tanks.
Every infantry mounted heavy weapon will be a smaller calibre version of armaments that can be fitted on a tank.
*"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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Daddrobit
You Can Call Me Daddy
1187
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Posted - 2014.12.10 03:55:00 -
[163] - Quote
Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right?
An overwhelming majority of infantry doesn't stomp, they don't even have positive KDRs. Even on my most tanked suit, a GK0 assault with 857 hp and 50,000,000 SP boosting all aspects of infantry life, a militia assault rifle available for free to every Gallente toon, or 610 isk for everyone else, will take me down in less than two seconds if they can bead me. Faster if they aim for the head. Not to mention the plethora of one hit kill weapons.
Infantry is countered by literally everything bar AV nades, swarmers, and flux grenades.
It is a tiny fraction of percent the infantry community that is able to actually put up high kills and low to no deaths.
However there is the belief among a large portion of tanker community that demands, just by virtue of being in a tank and with no consideration to personal skill, that they deserve to be difficult to kill, often even by other tanks, while maintaining the ability to destroy infantry just by looking at them.
There is no balance to be had there.
O.G. Pink Fluffy Bunny
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15658
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Posted - 2014.12.10 04:02:00 -
[164] - Quote
Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? An overwhelming majority of infantry doesn't stomp, they don't even have positive KDRs. Even on my most tanked suit, a GK0 assault with 857 hp and 50,000,000 SP boosting all aspects of infantry life, a militia assault rifle available for free to every Gallente toon, or 610 isk for everyone else, will take me down in less than two seconds if they can bead me. Faster if they aim for the head. Not to mention the plethora of one hit kill weapons. Infantry is countered by literally everything bar AV nades, swarmers, and flux grenades. It is a tiny fraction of percent the infantry community that is able to actually put up high kills and low to no deaths. However there is the belief among a large portion of tanker community that demands, just by virtue of being in a tank and with no consideration to personal skill, that they deserve to be difficult to kill, often even by other tanks, while maintaining the ability to destroy infantry just by looking at them. There is no balance to be had there.
Comparitively a Sica fit with roughly less that 8 Million SP worth of investment can utterly annihilate a fully speced out Tanker, additionally I have probably Op 5 Swarm Launchers and I can utterly deny armour tanks a place on the map.
I don't want HAV to over powered. There's no reward or value in driving an overpowered vehicle nor any semblance of fun. I just want HAV to have a place on the battlefield that is their own and that they can thrive in.
Killing infantry is not that role. Killing other ground based vehicles and installations is IMO that role we should excel in, with at best a secondary or tertiary focus on being able to engage infantry.
*"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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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 04:11:00 -
[165] - Quote
Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? An overwhelming majority of infantry doesn't stomp, they don't even have positive KDRs. Even on my most tanked suit, a GK0 assault with 857 hp and 50,000,000 SP boosting all aspects of infantry life, a militia assault rifle available for free to every Gallente toon, or 610 isk for everyone else, will take me down in less than two seconds if they can bead me. Faster if they aim for the head. Not to mention the plethora of one hit kill weapons. Infantry is countered by literally everything bar AV nades, swarmers, and flux grenades. It is a tiny fraction of percent the infantry community that is able to actually put up high kills and low to no deaths. However there is the belief among a large portion of tanker community that demands, just by virtue of being in a tank and with no consideration to personal skill, that they deserve to be difficult to kill, often even by other tanks, while maintaining the ability to destroy infantry just by looking at them. There is no balance to be had there. There we go with the "a MLT rifle can easily take me down" argument. If you're standing still, you'll die to anything.
There's a lot of people that can't learn anything because they're always being PRO stomped. I was losing on Amarr FW for 3 to 4 days straight. That's not a few a day, that's not a single win for days straight.
Next you'll tell me that since I'm a tanker, I should be able to carry the entire team on my shoulders.
Infantry makes lame arguments like "there's only a few weapons that can damage a tank." Well of course, it's a rifle vs a tank. Tanks have many tons of armor. Rifles fire a little bullet. They expect it to explode?
A rational argument cannot be had with people that complain about that.
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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Daddrobit
You Can Call Me Daddy
1187
|
Posted - 2014.12.10 04:11:00 -
[166] - Quote
True Adamance wrote:Daddrobit wrote:
Problem is, that when there's only vehicles on one side, or the opposing vehicles refuse to fight after losing their initial tank or running back to recall, then they melt the infantry anyways.
So it should be balanced on the off chance that nobody on one team has access to a good tank? That's a terrible way to balance vehicles. It's the luck of the draw. If someone starts to protect their redline from the big bad wolf after losing one tank, then they have no business being in a tank in the first place. You can't balance vehicles around that.
You say it shouldn't be balanced around the chance that someone can't counter you, but then say it's the luck of the draw that lets you stomp the other team if there isn't an opposing tank and suddenly that's an ok way to balance?
No.
Speaking 100% on general game balance, in a scenario where two teams have equal numbers of potential actors able to attack one another, there should never be a situation where one actor has a powerful manner of play that is best countered by itself or otherwise requires the combined effort of more than one individual on the enemy team. That is not proper game balance.
And this applies to all gameplay, be it tanks, cloaky scouts, or murder taxi heavies. The best counter to any power play can never be itself and be considered balance. [/quote]
I won't start to talk too much about other games.....but I'll cite a number of games which are universally received as well made and that have vehicles that are able to counter multiple players at a time.
Battlefield 3-4 Starwars Battlefront 1-2 Planetside 2
At some point players have to realise that vehicle operators have to be give credit for what they do. For every infantry man players accept that can have 8/0, 16/0, 21/1, hell if you are Saxonmish upwards of 40/0 you have to accept vehicles pilots can do that as well.
However unlike in those games I am investing my personal economic resources (in game ISK) into the operation of these things.
The difference between Tanks and infantry is that..... Tanks will always be one of the best counters to tanks (doesn't matter if its the best of not) as modern tanks are designed to destroy...... other modern tanks.
Every infantry mounted heavy weapon will be a smaller calibre version of armaments that can be fitted on a tank. [/quote]
In Battlefield, yes, vehicles are quite effective against infantry, but so is AV, and it is effective enough that single players are able to efficiently dispatch them. Between RPGs that pretty much instagib airial vehicles to C4 traps for tanks. The vehicles of Battlefield are far from hard to kill as solo infantry.
And in PS2, well there are a couple of issues with this comparison as the nearly unlimited number of players you can field means that even if the individual isn't terribly strong he can bring 20 of his friends in as AV on top of thee 30 other light assault players on the field to take on the enemy, it's like EVE in that regard, and it's gameplay that is unavailable to Dust. Even beyond that, infantry has MAX suits as well as the heavy assaults which are both formidable tank killers.
Never played the star wars franchise, can't comment on them.
As to high kill players, yeah, they exist. But for every one infantry that's able to put up 25-0 on a regular basis, there are literally 100s of others that struggle to even go positive. Tankers should be on a similar level, there should be no playstyle that simply allows clearly more success against its counters than any other.
The act of sitting in a tank should not make you difficult to kill or require more cooperation from an infantry standpoint when using weaponry designed to counter you.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1187
|
Posted - 2014.12.10 04:22:00 -
[167] - Quote
True Adamance wrote:Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? An overwhelming majority of infantry doesn't stomp, they don't even have positive KDRs. Even on my most tanked suit, a GK0 assault with 857 hp and 50,000,000 SP boosting all aspects of infantry life, a militia assault rifle available for free to every Gallente toon, or 610 isk for everyone else, will take me down in less than two seconds if they can bead me. Faster if they aim for the head. Not to mention the plethora of one hit kill weapons. Infantry is countered by literally everything bar AV nades, swarmers, and flux grenades. It is a tiny fraction of percent the infantry community that is able to actually put up high kills and low to no deaths. However there is the belief among a large portion of tanker community that demands, just by virtue of being in a tank and with no consideration to personal skill, that they deserve to be difficult to kill, often even by other tanks, while maintaining the ability to destroy infantry just by looking at them. There is no balance to be had there. Comparitively a Sica fit with roughly less that 8 Million SP worth of investment can utterly annihilate a fully speced out Tanker, additionally I have probably Op 5 Swarm Launchers and I can utterly deny armour tanks a place on the map. I don't want HAV to over powered. There's no reward or value in driving an overpowered vehicle nor any semblance of fun. I just want HAV to have a place on the battlefield that is their own and that they can thrive in. Killing infantry is not that role. Killing other ground based vehicles and installations is IMO that role we should excel in, with at best a secondary or tertiary focus on being able to engage infantry.
Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5.
If I could, I'd put resistances on infantry suits based on frame sizes to help mitigate that effect. Something like %75 %50 %25 and help actually place tanks into anti tank as a primary role.
But I can already see speakers text in my head now....
"That's stupid, I'm in a tank, I should tear apart infantry with my cannons..."
O.G. Pink Fluffy Bunny
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15662
|
Posted - 2014.12.10 04:27:00 -
[168] - Quote
Daddrobit wrote:True Adamance wrote:Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote:blah blah But it's okay when it's 98% infantry doing the stomping, right? An overwhelming majority of infantry doesn't stomp, they don't even have positive KDRs. Even on my most tanked suit, a GK0 assault with 857 hp and 50,000,000 SP boosting all aspects of infantry life, a militia assault rifle available for free to every Gallente toon, or 610 isk for everyone else, will take me down in less than two seconds if they can bead me. Faster if they aim for the head. Not to mention the plethora of one hit kill weapons. Infantry is countered by literally everything bar AV nades, swarmers, and flux grenades. It is a tiny fraction of percent the infantry community that is able to actually put up high kills and low to no deaths. However there is the belief among a large portion of tanker community that demands, just by virtue of being in a tank and with no consideration to personal skill, that they deserve to be difficult to kill, often even by other tanks, while maintaining the ability to destroy infantry just by looking at them. There is no balance to be had there. Comparitively a Sica fit with roughly less that 8 Million SP worth of investment can utterly annihilate a fully speced out Tanker, additionally I have probably Op 5 Swarm Launchers and I can utterly deny armour tanks a place on the map. I don't want HAV to over powered. There's no reward or value in driving an overpowered vehicle nor any semblance of fun. I just want HAV to have a place on the battlefield that is their own and that they can thrive in. Killing infantry is not that role. Killing other ground based vehicles and installations is IMO that role we should excel in, with at best a secondary or tertiary focus on being able to engage infantry. Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5. If I could, I'd put resistances on infantry suits based on frame sizes to help mitigate that effect. Something like %75 %50 %25 and help actually place tanks into anti tank as a primary role. But I can already see speakers text in my head now.... "That's stupid, I'm in a tank, I should tear apart infantry with my cannons..."
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
*"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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CCP Rattati
C C P C C P Alliance
13268
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Posted - 2014.12.10 04:30:00 -
[169] - Quote
hfderrtgvcd wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. The tac ar being unpopular has more to do with map design than the weapon. The gun is very good but the vast majority of fighting in pc is in cqc. That is why hmgs and shotguns are so popular. If you nerf armor plates without touching the speed penalty everyone will simply switch to ferros and reactives. 65/90/115 seems more reasonable to me.
scrambler rifle has a very similar function, and is still used in PC
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Daddrobit
You Can Call Me Daddy
1187
|
Posted - 2014.12.10 04:35:00 -
[170] - Quote
True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
And that's exactly the mentality I was talking about earlier.
"I deserve to kill everything with relative ease and be difficult to kill in return because..."
Tankers should have the ability to go 40-0 through individual player skill just like saxonamish or whatever other high tier player, absolutely. But for every one tanker that does, there should be 100s of others that fall to their own lack of abilities just like the rest of the playerbase.
Sitting in a tank should not innately make you a good player.
O.G. Pink Fluffy Bunny
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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 04:38:00 -
[171] - Quote
Daddrobit wrote: Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5.
So we're not allowed to have good aim with a rail, is that it? That actually takes the cake for worst non-argument I've heard on here.
Then CCP should remove aim assist, and actually make it so that it's more difficult to get headshots. Does that sound fair? If we're gonna get penalized for having great aim, then it's only fair that infantry should penalized for having good aim.
Nevermind you're forgetting the word experience. There's a lot of us out there that have been doing this for a long, long time and have become very, very good.
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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Daddrobit
You Can Call Me Daddy
1189
|
Posted - 2014.12.10 04:50:00 -
[172] - Quote
Spkr4theDead wrote:Daddrobit wrote: Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5.
So we're not allowed to have good aim with a rail, is that it? That actually takes the cake for worst non-argument I've heard on here. Then CCP should remove aim assist, and actually make it so that it's more difficult to get headshots. Does that sound fair? If we're gonna get penalized for having great aim, then it's only fair that infantry should penalized for having good aim. Nevermind you're forgetting the word experience. There's a lot of us out there that have been doing this for a long, long time and have become very, very good.
Yes, I would love it if CCP took away aim assist from the game. I trust my own abilities to aim, I did very well for myself in the past, the less crutches the game has the better.
But if you don't think sitting in a vehicle with 5000+ health and resistance to 95% of everything in the game with an instant kill weapon isn't relying on a crutch, then you're delusional.
If you don't like infantry, go play World of Tanks.
O.G. Pink Fluffy Bunny
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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 04:52:00 -
[173] - Quote
Daddrobit wrote:True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
And that's exactly the mentality I was talking about earlier. "I deserve to kill everything with relative ease and be difficult to kill in return because..." Tankers should have the ability to go 40-0 through individual player skill just like saxonamish or whatever other high tier player, absolutely. But for every one tanker that does, there should be 100s of others that fall to their own lack of abilities just like the rest of the playerbase. Sitting in a tank should not innately make you a good player. That's what you don't get. The ones that have been doing it for a long time are able to rack up kills, just like a PRO assault with a dedicated logi can do. Why can't you draw the parallel? I've been piloting a tank for a long time, why can't my experience amount to a good number of kills in one match?
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.
2451
|
Posted - 2014.12.10 04:56:00 -
[174] - Quote
Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote: Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5.
So we're not allowed to have good aim with a rail, is that it? That actually takes the cake for worst non-argument I've heard on here. Then CCP should remove aim assist, and actually make it so that it's more difficult to get headshots. Does that sound fair? If we're gonna get penalized for having great aim, then it's only fair that infantry should penalized for having good aim. Nevermind you're forgetting the word experience. There's a lot of us out there that have been doing this for a long, long time and have become very, very good. Yes, I would love it if CCP took away aim assist from the game. I trust my own abilities to aim, I did very well for myself in the past, the less crutches the game has the better. But if you don't think sitting in a vehicle with 5000+ health and resistance to 95% of everything in the game with an instant kill weapon isn't relying on a crutch, then you're delusional. If you don't like infantry, go play World of Tanks. Lol I have 5 PRO suits and 5 PRO weapons. I now have more SP into infantry than vehicles, because vehicles are only half worth it now.
And again, you're complaining that a rifle can't do anything to a tank. Like I said, a rational argument cannot be had with a person like you. Tanks in WWI couldn't be damaged by the 1903 Springfield; tanks in WWII couldn't be damaged by the Mauser; tanks in the Korean and Vietnam wars couldn't be damaged by the AK-47; tanks after those conflicts couldn't be damaged by rifles. Why should the reverse happen 20,000 years into the future? You literally make no sense, and would get laughed off a debate team with that argument.
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.
2451
|
Posted - 2014.12.10 04:58:00 -
[175] - Quote
True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
This is the absolute best thing I've ever read as an argument for vehicles doing massive damage to infantry that I've ever seen in my time posting here.
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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Nocturnal Soul
Primordial Threat
4762
|
Posted - 2014.12.10 05:00:00 -
[176] - Quote
Just make small, medium, and heavy plates/extenders already.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 05:02:00 -
[177] - Quote
CCP Rattati wrote:message begins Rattati, what do you feel about the parallel that Dust turrets are essentially an extension of EVE turrets? I have someone on here complaining that an AR can't do damage to a tank, as well as complaining that infantry can get one-shot by a railgun. True Adamance posted something great on here, to the effect that a turret that can take down starships should have no problem taking down infantry.
What do you think of that? Personally, I believe it sounds childish to complain about rifles not being able to damage a tank.
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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Daddrobit
You Can Call Me Daddy
1189
|
Posted - 2014.12.10 05:02:00 -
[178] - Quote
Spkr4theDead wrote:Daddrobit wrote:True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
And that's exactly the mentality I was talking about earlier. "I deserve to kill everything with relative ease and be difficult to kill in return because..." Tankers should have the ability to go 40-0 through individual player skill just like saxonamish or whatever other high tier player, absolutely. But for every one tanker that does, there should be 100s of others that fall to their own lack of abilities just like the rest of the playerbase. Sitting in a tank should not innately make you a good player. That's what you don't get. The ones that have been doing it for a long time are able to rack up kills, just like a PRO assault with a dedicated logi can do. Why can't you draw the parallel? I've been piloting a tank for a long time, why can't my experience amount to a good number of kills in one match?
I'm not saying they shouldn't, in fact i literally said it in what you quoted that they should be able to kill like the top percentile of infantry. What I'm on about is that even bad players are made at least decent just because they're in a tank.
If a 30mil SP infantry player still manages to go 2-6 in a proto assault suit. Then the same player should do no better after putting 30 mil SP into tanks and sitting in a Madrugar. But they do and they shouldn't.
O.G. Pink Fluffy Bunny
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8733
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Posted - 2014.12.10 05:06:00 -
[179] - Quote
True Adamance wrote:Cat Merc wrote: You don't seem to understand me. I am all for vehicle weapons being primarily anti vehicle.
The problem is that he wants his own enclosed little box within DUST 514, vehicles will essentially fight their own battle without affecting anything else. What's the point of that?
There's not point but I think as a pilot of one of the, arguably, most hated vehicles know to this game...... there has to be a point where I step back and say.... I'm not designed to do this.... The issue is that when tanks do help infantry, the other infantry whine that HAV are OP, and the friendlies whine that the HAV stole their kills..... When we want to drop other vehicles AV whine that their role is not THE most effective means of dealing with vehicles, and other vehicles complain that we ARE the best means of destroying other vehicles..... With a current mind set like this where else can we go but our own little line battles if infantry won't let us help them, and other vehicles won't let us destroy them?
Personally: I want all Large Turrets to be Anti-Armor based. They would be used for infantry suppression AT BEST.
However, this doesn't mean that tanks need to be helpless. They need to make the Small Blaster better at mowing down infantry, so that tankers would justify running a gunner.
I'm fine with dying to a small blaster on a tank. The Tank removes vehicles and suppresses infantry, while the small turrets on top kill anyone attempting to leave cover.
Think about BF3. Did you ever see an effective tanker WITHOUT a gunner (And proxy scans )? It's much like the Attack Chopper, which requires a gunner to use to its best potential.
I would love to see something like that applied to the ads as well. Let the ADS turn its missle slots into a right and left turret for strafing runs, and then a bottom turret controlled by a gunner. Fragile, but powerful aerial support. With the DPS buff, it could even make decent strafing runs on tanks, with Missiles and Small rail pummeling a lone tank without proper AA support.
Imagine the transport dropships being able to turn on a hardener, and drop some dudes on an objective. A gunner stays in with a Missile or blaster to help support infantry in taking the point.
Infantry - Vehicle synergy at its best.
Vehicles are made to take down other vehicles and support infantry assaults / extractions. I want to see more of this.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Daddrobit
You Can Call Me Daddy
1189
|
Posted - 2014.12.10 05:08:00 -
[180] - Quote
Spkr4theDead wrote:CCP Rattati wrote:message begins Rattati, what do you feel about the parallel that Dust turrets are essentially an extension of EVE turrets? I have someone on here complaining that an AR can't do damage to a tank, as well as complaining that infantry can get one-shot by a railgun. True Adamance posted something great on here, to the effect that a turret that can take down starships should have no problem taking down infantry. What do you think of that? Personally, I believe it sounds childish to complain about rifles not being able to damage a tank.
I never once said that I feel ARs should do damage to tanks, I only stated that they don't. However for the sake of game balance, I do feel that infantry needs some recourse against untouchable instant death machines, especially with the possibility of real proto tanks making a comeback soon and our current AV only being balanced against basic. Not absolute resistance, but at least -something- to mitigate the damage.
O.G. Pink Fluffy Bunny
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15667
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Posted - 2014.12.10 05:08:00 -
[181] - Quote
Daddrobit wrote:True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
And that's exactly the mentality I was talking about earlier. "I deserve to kill everything with relative ease and be difficult to kill in return because..." Tankers should have the ability to go 40-0 through individual player skill just like saxonamish or whatever other high tier player, absolutely. But for every one tanker that does, there should be 100s of others that fall to their own lack of abilities just like the rest of the playerbase. Sitting in a tank should not innately make you a good player.
If I had my way about it it certainly wouldn't.
To be fair to Dust 514 I think we as vehicle players in many respects have been coddled and times, then kicked in the teeth at times..... one of the main reasons I think the Shield HAV is OP is because you cannot 2-3 shot it..... I'm used to dying in a Tank in 1-2 two rounds tops from 500m away (War Thunder).....but I certainly can't tell infantry he guys check out this alpha and blast radius borne from a Tank Simulator as frankly they couldn't handle it.
*"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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Spkr4theDead
Red Star. EoN.
2451
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Posted - 2014.12.10 05:17:00 -
[182] - Quote
Daddrobit wrote:
I'm not saying they shouldn't, in fact i literally said it in what you quoted that they should be able to kill like the top percentile of infantry. What I'm on about is that even bad players are made at least decent just because they're in a tank.
And they subsequently get wrecked in 3 volleys from Wiyrkomi, or 3 from an IAFG. Or if I'm there, my rail makes short work of them.
It's really not that hard to take out someone in a Soma that has little to no idea what they're doing. I've actually watched people try to turn their turret around when they're taking damage, to figure out where it's coming from, and then they quickly blow up. Me on the other hand, if I'm close enough to swarms to hear them leaving tubes, I put on both my hardeners if I'm in a Gunnlogi; if it's a Madrugar, my NOS lights up and I speed away. But, they still follow me around all sorts of obstacles, including literally an inch above the ground to follow me down a slope.
AV is easy, piloting is not.
Have you tried being in a tank?
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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WeapondigitX V7
The Exemplars RISE of LEGION
177
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Posted - 2014.12.10 05:23:00 -
[183] - Quote
The TAC AR has less range than the scrambler rifle and the TAC AR has less damage per clip. But the TAC AR has much less PG and CPU cost as well when both weapons are of the same tier. The weapons seem very close to being equal.
The TAC AR also has a scope, making it more accurate on average over time, at ranges between 25 -55m compared to the scrambler rifle.
The TAC AR fires 18 rounds. the scrambler fires roughly 22 rounds with an amarr assault with max skills in a short space of time.
The TAC AR has a reload of roughly 3.5 seconds after firing 18 rounds. The Scrambler takes roughly 6 seconds to cooldown without overheat after firing 22 rounds with an amarr assault suit with max skills. the two weapons seem equal here.
The SCR has less ADS zoom compared to the TAC AR, making the SCR less accurate on average over time, at long range compared to the TAC AR.
The TAC AR has less CPU and PG cost compared to the SCR when they are the same tier at adv level and same tier at proto level. (already stated above in first line of this post, I thought this point needed emphasizing)
The SCR can charge a shot, the TAC AR cant.
The damage per overheat for SCR with amarr assault with max skills is probably more than the TAC AR.
Both weapons have valuable damage profiles.
With these considerations, don't increase the clip size of the TAC AR to anything greater than 22 or 23, otherwise it will gain too much value and diversity in its application of use. It will become very debatable on the subject about 'is it is OP?' with much evidence to prove 'yes' with that evidence arising in a few weeks.
The adv TAC AR is used much less because the std SCR can be used as a tactical variant while being much cheaper for ISK, while having similar perforamance, despite the std SCRs having slightly less performance than adv TAC ARs. People push themselves to make up for a cheap weapons weaknesses and poorer performance so they can win battles while having larger ISK profits.
The game was designed so that you could achive a lot with std tier things where proto gear was very similar, roughly only 20% better at most, sometimes only 5% better.The game was designed in a way so players did not need proto gear to win if they were more skilled than there opponent and smarter with positioning on the battlefield. Although team battles distort how good proto gear is.
consider std gear being 100 16 players makes 1600
consider proto as 120 16 players make 1600 + 200 + 120 = 1920
by this oversimplification of the situations that do occur in pub matches and 'can occur but probably will be very rare in PC' you can more clearly see the value of proto gear when used in massive amounts. |
Random1628
Random Gunz RISE of LEGION
1
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Posted - 2014.12.10 05:24:00 -
[184] - Quote
CCP Rattati wrote:I actually forgot to write the HMG nerf, in the form of heat, again.
Does this include the assault and bust variants? |
Spkr4theDead
Red Star. EoN.
2451
|
Posted - 2014.12.10 05:27:00 -
[185] - Quote
Daddrobit wrote:Spkr4theDead wrote:CCP Rattati wrote:message begins Rattati, what do you feel about the parallel that Dust turrets are essentially an extension of EVE turrets? I have someone on here complaining that an AR can't do damage to a tank, as well as complaining that infantry can get one-shot by a railgun. True Adamance posted something great on here, to the effect that a turret that can take down starships should have no problem taking down infantry. What do you think of that? Personally, I believe it sounds childish to complain about rifles not being able to damage a tank. I never once said that I feel ARs should do damage to tanks, I only stated that they don't. However for the sake of game balance, I do feel that infantry needs some recourse against untouchable instant death machines, especially with the possibility of real proto tanks making a comeback soon and our current AV only being balanced against basic. Not absolute resistance, but at least -something- to mitigate the damage. You're complaining that they don't, that's what I'm pointing out.
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.
2451
|
Posted - 2014.12.10 05:29:00 -
[186] - Quote
True Adamance wrote:Daddrobit wrote:True Adamance wrote:
While I can accept that it's probably true we'd not be having this discussion..... ain't no reason in hell an infantry ever deserve to live through a direct hit from a tank shell. Small turrets in Dust may or may not be equivalent to small turrets in EVE..... if they are you don't survive something that knocks starships out of the skies.
And that's exactly the mentality I was talking about earlier. "I deserve to kill everything with relative ease and be difficult to kill in return because..." Tankers should have the ability to go 40-0 through individual player skill just like saxonamish or whatever other high tier player, absolutely. But for every one tanker that does, there should be 100s of others that fall to their own lack of abilities just like the rest of the playerbase. Sitting in a tank should not innately make you a good player. If I had my way about it it certainly wouldn't. To be fair to Dust 514 I think we as vehicle players in many respects have been coddled and times, then kicked in the teeth at times..... one of the main reasons I think the Shield HAV is OP is because you cannot 2-3 shot it..... I'm used to dying in a Tank in 1-2 two rounds tops from 500m away (War Thunder).....but I certainly can't tell infantry he guys check out this alpha and blast radius borne from a Tank Simulator as frankly they couldn't handle it. When have pilots ever been coddled? It's been consecutive nerfs since vehicles were first introduced. Replication to Chrome, Chrome to Uprising, Uprising 1.0 to 1.7 (dumbed everything down), then 1.8. Nerf after nerf after nerf. That's not coddling, that's beating a child for spilling milk on a carpet.
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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WeapondigitX V7
The Exemplars RISE of LEGION
178
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Posted - 2014.12.10 06:00:00 -
[187] - Quote
I suggest making armor plates roughly std 68 / adv 96/ proto 124
Only nerf things in small amounts.
This is a much smaller nerf to armor plates. (I hope I didn't suggest a increase in there hp accidentally, it is meant to be a decrease to current armor plates hp values, I cant remember the current stats, I think it was roughly 80/110/130 )
Players use armor plates a lot because of the following mentality (line of thought):
I am dying to proto guys in pubs or PC and they have overwhelming numbers cause my team mates die quickly and im left trying to kill 6 other guys.
If im going to die because my position was over run I want to have a better chance at killing 1 enemy before I die. ("taking a enemy with you to the grave")
Thus the new players will armor tank and shield tank at the same time, or a new player will armor tank and put damage mods on or use shield regen mods in highs so I can have my shields up quickly to help my allies, mitigating the players armors slow regen slightly.
New players generally don't think to retreat, and where to retreat that puts them in an advantageous position.
(high shield regen in high slots and low armor regen, high armor using low slots, low shields, slow speed, when looking at it as just total hp, you can see your total hp regained in the short term is higher, players who are killed a lot only worry about the short term of life as a soldier, these players are often those that die to proto stomps) this thinking often gets better results in the short term: It is also how armor tanking gameplay seems to be designed.
thus when you have died a lot to proto stomps and you finally get proto gear the idea of maximizing your short term effect on the battle between deaths has been 'drummed into them' meaning it has become hard to let go of that idea because it is the ony idea that has given slightly improved results.
The idea of retreating to cover and waiting for shields to regen (using shield based suits) seems harder for most new players to believe it can work when there position is usually over run by enemy proto gear guys or players that are really skilled.
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Funkmaster Whale
Whale Pod
2572
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Posted - 2014.12.10 06:14:00 -
[188] - Quote
CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine:
http://www.twitch.tv/funkmasterwhale/c/5584743
This is me using the ADV TAC for the first time after a viewer asked me to demonstrate it. I honestly think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is.
Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected.
In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC".
Follow me on Twitch.tv!
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Spkr4theDead
Red Star. EoN.
2452
|
Posted - 2014.12.10 06:16:00 -
[189] - Quote
Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time after a viewer asked me to demonstrate it. I honestly think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". So should weapons be balanced around ambush?
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.
2452
|
Posted - 2014.12.10 06:17:00 -
[190] - Quote
And I have the Duvolle TAR. It doesn't do enough for me.
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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Funkmaster Whale
Whale Pod
2572
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Posted - 2014.12.10 06:22:00 -
[191] - Quote
Spkr4theDead wrote:And I have the Duvolle TAR. It doesn't do enough for me. Watch my video. I went 39-1 using the advanced version.
Maybe the issue isn't the gun but your own inability. But hey, let's balance things around people who are terrible and do nothing but whine. That always works
Follow me on Twitch.tv!
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Spkr4theDead
Red Star. EoN.
2452
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Posted - 2014.12.10 06:30:00 -
[192] - Quote
Funkmaster Whale wrote:Spkr4theDead wrote:And I have the Duvolle TAR. It doesn't do enough for me. Watch my video. I went 39-1 using the advanced version. Maybe the issue isn't the gun but your own inability. But hey, let's balance things around people who are terrible and do nothing but whine. That always works Oh yeah, level 5 Gal assault, proficiency 4 for AR, pair of damage mods, can't do much damage outside of 40 meters, yet it's my fault I can't kill with it. Got 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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Funkmaster Whale
Whale Pod
2573
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Posted - 2014.12.10 06:33:00 -
[193] - Quote
Spkr4theDead wrote:Funkmaster Whale wrote:Spkr4theDead wrote:And I have the Duvolle TAR. It doesn't do enough for me. Watch my video. I went 39-1 using the advanced version. Maybe the issue isn't the gun but your own inability. But hey, let's balance things around people who are terrible and do nothing but whine. That always works Oh yeah, level 5 Gal assault, proficiency 4 for AR, pair of damage mods, can't do much damage outside of 40 meters, yet it's my fault I can't kill with it. Got it Yes it is your fault. Is that really hard to grasp? Like seriously, how daft can you be dude?
Just because you suck doesn't mean the rest of us do. Your logic is "buff this weapon because I can't do well with it", when there's evidence sitting right in front of your face of someone doing well with it. I use the TAC AR all the time and I can easily get 20+ kills without dying. Stop sucking at the game and maybe the weapons will work for you.
Follow me on Twitch.tv!
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Spkr4theDead
Red Star. EoN.
2452
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Posted - 2014.12.10 06:37:00 -
[194] - Quote
Funkmaster Whale wrote:Spkr4theDead wrote:Funkmaster Whale wrote:Spkr4theDead wrote:And I have the Duvolle TAR. It doesn't do enough for me. Watch my video. I went 39-1 using the advanced version. Maybe the issue isn't the gun but your own inability. But hey, let's balance things around people who are terrible and do nothing but whine. That always works Oh yeah, level 5 Gal assault, proficiency 4 for AR, pair of damage mods, can't do much damage outside of 40 meters, yet it's my fault I can't kill with it. Got it Yes it is your fault. Is that really hard to grasp? Like seriously, how daft can you be dude? Just because you suck doesn't mean the rest of us do. Your logic is "buff this weapon because I can't do well with it", when there's evidence sitting right in front of your face of someone doing well with it. I use the TAC AR all the time and I can easily get 20+ kills without dying. Stop sucking at the game and maybe the weapons will work for you. Where did I say buff the weapon?
This borders on trolling.
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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Funkmaster Whale
Whale Pod
2574
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Posted - 2014.12.10 06:40:00 -
[195] - Quote
Spkr4theDead wrote:Where did I say buff the weapon?
This borders on trolling. Just stop talking dude.
I don't even know why I bother with you.
Follow me on Twitch.tv!
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Spkr4theDead
Red Star. EoN.
2452
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Posted - 2014.12.10 06:45:00 -
[196] - Quote
Funkmaster Whale wrote:Spkr4theDead wrote:Where did I say buff the weapon?
This borders on trolling. Just stop talking dude. I don't even know why I bother with you. So stop
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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Kallas Hallytyr
Skullbreakers
1097
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Posted - 2014.12.10 06:51:00 -
[197] - 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
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5 These changes look perfectly reasonable. Normal REs are perfectly capable of being used as traps but tossing them into the middle of a group of enemies will yield less results, as with a 5s delay you're much more likely to get gunned down.
The Packed REs sound great: is the +30% damage on top of the numbers you wrote? Or are you increasing them further to be 1625/1950/2275? Or are you going the other way an nerfing normal ones to 875/1050/1225?
Are you considering looking at Proximity Explosives? With the bandwidth changes they are essentially a massive waste of time: you not only have to spend a bunch of time putting them out in places that aren't too open to be of use, but they're also one shot wonders that might not even do anything. If they had similar bandwidth to REs but were more powerful, you'd be able to lay a smaller minefield that's roughly as effective as the current larger ones.
Something like a 1000/1250/1500 tier progression and upping the bandwidth from 2 -> 3; all five PRO PEs would be 7500 damage and 15 Mbit/sec, too much for non-logis to really consider, or allowing non-logis to deploy small traps in support of their AV efforts.
Alt of Halla Murr. Sentinel.
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Kalante Schiffer
Ancient Exiles.
834
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Posted - 2014.12.10 06:57:00 -
[198] - Quote
25 bullets to the tac AR is fine. Putting 30 bullets would be over doing it.
AE.
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Arkena Wyrnspire
Fatal Absolution
20002
|
Posted - 2014.12.10 07:07:00 -
[199] - Quote
I don't think anyone is going to use regular plates, especially not at the higher tiers.
Stacking reactives will be significantly more effective than plate/rep combos. Consider 3x complex plates and 2x complex reppers vs 5x complex reactives. 5x complex reactives will yield the same amount of HP as 3 complex plates (330) and almost as much rep as the dual complex reppers (15 vs 18) while having much lower fitting requirements and a very small speed penalty.
These plates are close to ferroscales in performance while having higher fitting requirements and a speed penalty. Reactives and ferroscales will replace regular plates across the board.
For these reasons I feel the armour nerf is over the top. If you feel that these reasons merit nerfing reactives and ferroscales as well, I will be happy to give you a comparison of armour and shield tanks and why armour tanking will promptly go from the preferred meta to underpowered.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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RedPencil
Abandoned Privilege Top Men.
156
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Posted - 2014.12.10 07:20:00 -
[200] - Quote
CCP Rattati wrote:hfderrtgvcd wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. The tac ar being unpopular has more to do with map design than the weapon. The gun is very good but the vast majority of fighting in pc is in cqc. That is why hmgs and shotguns are so popular. If you nerf armor plates without touching the speed penalty everyone will simply switch to ferros and reactives. 65/90/115 seems more reasonable to me. scrambler rifle has a very similar function, and is still used in PC
Tac AR isn't popular in PC because they choice Breach AR instate isn't it?
I wonder what is a ratio between all AR and SCR using in PC.
Beware Paper cut M[;..;]M
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RedPencil
Abandoned Privilege Top Men.
156
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Posted - 2014.12.10 07:56:00 -
[201] - Quote
New RE - Radius 0.1 is ridiculous. Will the damage register correctly if you stack RE on top of each other? - DMG +30% and Activation Time: 3/3/3 isn't reverent. If you buff it to comfort the new radius, please don't. - If you hate RE so much, why don't you make it AV only. Right now merc can see it on tacnet anyway.
New Armor Plates - 60/80/100, it will be no reason to select reactive or ferros over plate.
New Tac AR - prefer easy step such 25 bullets per clip.
New Burst AR - if you say so.
New AR - if you say so.
New SCR - if you say so. - It is OP because turbo controller not because the SCR itself.
New Breach AR - suggest Effective Range below 60M. - 4M nerf (from 70M to 66M) won't show any difference.
New Vehicles - No comment.
Beware Paper cut M[;..;]M
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1023
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Posted - 2014.12.10 08:13:00 -
[202] - Quote
This is... a really odd list of changes.
RE nerfs are completely unwarranted in my opinion, especially given the recent (unintentional?) nerf. Aggressive use of REs punishes campy, immobile gameplay and forces the game to be more fluid. Plus it's one of the few hard counters to heavies. Granted I'm not sure where their balance lies, I don't have the numbers or anything, but in my time playing the game I have almost never died to frisbee REs.
Armor changes are long overdue, but they seem poorly thought out. These armor nerfs will a) drive everyone to the other armor plates and b) enforce CalScout supremacy, ESPECIALLY if penalties to shield stacking aren't instituted.
And cloak is still gonna feel like **** to use without providing any real benefit.
:/
Rest of the stuff is great, though. Vehicle lovers are probably very happy to hear of the possibility of more content.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Songs of Seraphim
Murphys-Law
115
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Posted - 2014.12.10 08:20:00 -
[203] - Quote
First off, are Logistics and Commandos ever going to be reviewed? At least next hotfix...
Packed REs: Don't see the point when standard versions need a better look at other than a 5 second delay.
Tactical Assault Rifle: A little too many shots on the clip... Maybe tone it down to 24? Burst Assaut Rifle: I thought more shots per burst was a bad thing? Someone get Cavani to comment on this. Breach Assault Rifle: Lowering the clip isn't going to make it any less overused... either lower the rate of fire or lower the damage and threshold at which it fires. Scrambler Rifle: Any reason other than a future rifle balance?
Armor Plates: I have mixed feelings on this one... Personally I think that armor users have it easier, but... hmm... Slightly too much? Maybe 65/80/110? And alter movement penalty to compensate or the other two versions of plates -- as there would be no reason to run any regular plates.
Vehicles: I wasn't around during the time of these vehicles so I can't comment.
Raging alcoholic.
Quafe is life. Quafe is love.
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Cat Merc
Fatal Absolution General Tso's Alliance
13701
|
Posted - 2014.12.10 08:50:00 -
[204] - Quote
Without an increase in fire rate, giving the Burst AR another shot per burst will just make it awkward to use.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vell0cet
Company of Marcher Lords Amarr Empire
2661
|
Posted - 2014.12.10 09:29:00 -
[205] - Quote
Joining this party late. The Tac AR may need a small buff, but I think 22 rounds is a pretty good starting place. If it still needs more love, then we can keep adding to the clip size in small increments over time. 30 rounds could be dangerously OP.
I'm disliking the Armor nerf for several reasons. First, I'm worried about TTK getting too low. Next, I'd like to see resistance plating and shield resistance modules added eventually. When that happens, you'll have to make a trade off between buffer or resistances. If the buffer is too low, resistances will always be the better choice. This may be a case where buffing shield extenders a bit may be a better approach. If balance demands a nerf to armor plates, do it in several small nerfs over time.
As for vehicles, I'd rather wait for capacitors to see a full rebalance around them. That would solve so many balancing problems with vehicles vs. AV and vehicles vs. vehicles. You could make them much tougher, but they'd be vulnerable to being crippled and then easily destroyed. Without capacitors I don't think you can ever balance vehicles properly. They'll either remain fairly weak as they are now with limited fittings and tactics, or be too strong. The solution is to have a capacitor resource so a tanker/pilot can't run everything at once for more than a few seconds, or they could run one thing constantly, but not have much reserve cap if they get into trouble. It gives them flexibility to adapt to what modules are the most important at that time and not be constrained by long cool downs, which is a lousy mechanic. It also opens the door to capacitor warfare down the road, which will be a nice balancing tool.
Best PvE idea ever!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11676
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Posted - 2014.12.10 11:16:00 -
[206] - Quote
CCP Rattati wrote:hfderrtgvcd wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. The tac ar being unpopular has more to do with map design than the weapon. The gun is very good but the vast majority of fighting in pc is in cqc. That is why hmgs and shotguns are so popular. If you nerf armor plates without touching the speed penalty everyone will simply switch to ferros and reactives. 65/90/115 seems more reasonable to me. scrambler rifle has a very similar function, and is still used in PC SCR would be very OP if you could fire 30 rounds in quick succession (you currently can't because of heat). Similarly, tAR might be OP with a 30 round magazine. I suggest a 23 round magazine instead.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
730
|
Posted - 2014.12.10 12:22:00 -
[207] - Quote
Daddrobit wrote:Spkr4theDead wrote:Daddrobit wrote: Aye, I agree, if vehicles were specialized more for anti tank over infantry, then I don't think we'd be having this conversation. However that is not the case, tank shots are just as effective at taking out tanks as they are infantry, and that leaves infantry in a bad place getting one shotted by every rail, and blasters in 2-5.
So we're not allowed to have good aim with a rail, is that it? That actually takes the cake for worst non-argument I've heard on here. Then CCP should remove aim assist, and actually make it so that it's more difficult to get headshots. Does that sound fair? If we're gonna get penalized for having great aim, then it's only fair that infantry should penalized for having good aim. Nevermind you're forgetting the word experience. There's a lot of us out there that have been doing this for a long, long time and have become very, very good. Yes, I would love it if CCP took away aim assist from the game. I trust my own abilities to aim, I did very well for myself in the past, the less crutches the game has the better. But if you don't think sitting in a vehicle with 5000+ health and resistance to 95% of everything in the game with an instant kill weapon isn't relying on a crutch, then you're delusional. If you don't like infantry, go play World of Tanks.
you want zero aim assist? you must not have met any scouts... particularly caldari scouts.
also, a forge gun is AV, yet it still kills infantry easily.
im not sure why anyone would believe that a weapon designed to pierce hard targets like tanks, would suddenly have trouble penetrating soft body tissue. a direct hit is a direct hit. you can not say they a weapon that deals 1300 damage on a direct hit will not deal 1300 damage to you when you get hit with it, tank or no tank.
other games combat this issue with projectile accuracy. the large turrets would need to be accurate enough to hit other large targets, without being accurate enough to reliably hit infantry.
basically imagine a circle. if the circle fits inside your target, youll hit them. if the target however, fits inside the circle, theres a chance you might miss, depending on how much space that small target fills up |
Dead Cavino
Titans of Phoenix
21
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Posted - 2014.12.10 12:43:00 -
[208] - Quote
Can we get a buff to MLT shield rechargers/regulators. This could help out the caldari/minmatar newbros. |
Valor Goat
71
|
Posted - 2014.12.10 13:17:00 -
[209] - Quote
Vitantur Nothus wrote:Crimson ShieId wrote:Why not up the HP values on shields a bit instead of simply knocking down armor plates? Increase the TTK and make everyone happy?
A "more HP" solution would do little to help with module imbalance or King HP. And a slight PG reduction to complex shield extenders as Caldari suits have low PG (except the Callogi because reasons), along with the fact that their stats compared to ADV shield extenders make them not worth the +16 HP.
1EE7
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Valor Goat
71
|
Posted - 2014.12.10 13:18:00 -
[210] - Quote
Cat Merc wrote:Without an increase in fire rate, giving the Burst AR another shot per burst will just make it awkward to use.
I thought totally the same about that. Just give it more RoF and fix its damn hit detection, along with Duvolle's.
1EE7
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Valor Goat
71
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Posted - 2014.12.10 13:23:00 -
[211] - Quote
Rattati, many of us as of now agree that the TAR clip size buff is gonna make it quite OP and that the ScR's nerf is null.
1EE7
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Cody Sietz
Random Gunz RISE of LEGION
4192
|
Posted - 2014.12.10 13:35:00 -
[212] - Quote
Dang, that activation time is a killer on the REs.
Love the Burst AR change.
Not sure if buffing the magazine in the AR is enough to actually make it good. You do tend to run out of ammo when fighting sentinel(which is one you fight the most since you share a optimal) but the main problem is just don't put out enough DMG in the short amount of time you have before a sentinel closes in or turns arounds. I will reserve judgement however to see if the larger mag is enough to make the old AR worth using.
I think you got the breach just about right but perhaps 32 rounds would have been enough to nerf it. But I'll reserve judgment (again)
The TAR might be getting too large of a buff, I strongly recommend not buffing the magazine so much. We all remember TAR514 and I really suspect that could come back in a big way.
Everything else looks great!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Drecain Midular
Molon Labe. General Tso's Alliance
24
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Posted - 2014.12.10 13:44:00 -
[213] - Quote
About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more.. |
iWanderer
PT-BR
24
|
Posted - 2014.12.10 14:55:00 -
[214] - Quote
Did not understand this: " Stacking Hit Point Modules"? Stacking penalty to damage mods or what?
"Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts"
Changing the armour values is going to affect Gallente, should be something like 75/95/110 and see how that goes.
Strafe penalty only, if the same for shields, or else again, it affects more Gallente then eveyone else. |
iWanderer
PT-BR
24
|
Posted - 2014.12.10 15:06:00 -
[215] - Quote
Drecain Midular wrote:About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more..
A rifle kick on the TAC AR would be ridiculous, missing the whole point of the weapon. Might as well then kill it off for good...
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iWanderer
PT-BR
24
|
Posted - 2014.12.10 15:18:00 -
[216] - Quote
Not sure we can add things to the ECHO list but in my opinion, Warpoints for non-squad scanners should be implemented, as already requested in:
https://forums.dust514.com/default.aspx?g=posts&m=2499307#post2499307
and
https://forums.dust514.com/default.aspx?g=posts&m=2499296#post2499296
Nothing big, but something for the Gallente logi who gets nothing for being team player for his special skill. Proposed values : In or out of a squad, you get: 2 WP for equipment destroyed, 5 WP for team kill assist, 10WP for squad kill assist 20WP to 35WP for confirmed kill. Say 20 for team kill, 35 for squad kill.
If you can do the Guardian points it should not be hard to implement this. |
H0riz0n Unlimit
Dead Man's Game
229
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Posted - 2014.12.10 15:58:00 -
[217] - 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 just one thing: dont ruin my memories about surya and sagaris
The KTM DuKe lives here, send a message after the "beep".
TheD1ck is on the table fan club.
MPRQ-MakingPeopleRageQuit
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
287
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Posted - 2014.12.10 20:04:00 -
[218] - Quote
On the topic of REs.
I feel that 5 second arm time will be too long to set a trap while being chased. If you are being chased down a corridor, turn the corner, set an RE and wait, 5 seconds is too long to be able to use it when the chaser comes around the way. If 5 seconds would've been enough, you could've just kept running and lost them completely. I propose a 3 second arm time in this case, what do you think? |
Arkena Wyrnspire
Fatal Absolution
20029
|
Posted - 2014.12.10 22:23:00 -
[219] - Quote
Kaeru Nayiri wrote:On the topic of REs.
I feel that 5 second arm time will be too long to set a trap while being chased. If you are being chased down a corridor, turn the corner, set an RE and wait, 5 seconds is too long to be able to use it when the chaser comes around the way. If 5 seconds would've been enough, you could've just kept running and lost them completely. I propose a 3 second arm time in this case, what do you think?
I feel that it is a good thing for sudden RE frisbee death to be nerfed.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
295
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Posted - 2014.12.10 22:25:00 -
[220] - Quote
Arkena Wyrnspire wrote:I feel that it is a good thing for sudden RE frisbee death to be nerfed.
I agree ! |
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
234
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Posted - 2014.12.10 23:05:00 -
[221] - Quote
I think the scrambler rifle needs its damage profile tightened up a bit. Its too dominant on shield suits and can just melt away any amount of shields in the game in half a second of furious R1.
Given the game meta right now strongly favors armor tank already, this is a final nail in the shield tankers coffin when such a long range weapon can just wreck anyone not armor tanking with very little effort.
I'd suggest tighten dmg profile and/or add a delay between shots (similar to tactical assault rifle) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15706
|
Posted - 2014.12.10 23:15:00 -
[222] - Quote
I'm honestly not sure the Surya or Sagaris can be reimplemented properly using the current modules and stats we have right now.
Shield HAV would still have the 168 Passive rep/sec over armour HAV, would still likely have the 40% Shield Hardeners (15% more effective than the Armour Hardener), better mobility options and arguably able to have near 9-10K EHP AND damage modules and function in exactly the same way Gunnlogi currently do.......only better.
-At the very least Shield HAV PG and CPU need to be adjusted to prevent Armour tanking and exploitation of Fitting Mods -Standardisation of Hardeners to 30%
my own personal opinion
-Adjust Passive Shield Regeneration on Shield Vehicles to older constant values and kill off Passive Armour Rep Modules. **
** Could coincide with the return of Powergrid Diagnostic Units, Passive Ward Fields, and Shield Regenerators to boost their statistics for passive tanks.
*"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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PLAYSTTION
GamersForChrist
370
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Posted - 2014.12.10 23:25:00 -
[223] - Quote
Don't touch my armour plates! Can i have an explanation with stats?
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- Join the LFSquad chat -
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Xmar Handfelid
SHAKING BABIES FACTION WARFARE ALLIANCE
41
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Posted - 2014.12.10 23:27:00 -
[224] - Quote
Ok lf the Sr is gettlng a clip size nerf then we need a reload speed buff. Even with everything maxed out in the Sr skilltree the reload speed doesn't even change that much
Jimmies status- Unrustled
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CCP Rattati
C C P C C P Alliance
13338
|
Posted - 2014.12.11 00:06:00 -
[225] - Quote
Kaze Eyrou 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.... 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?
Really cool
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2052
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Posted - 2014.12.11 00:06:00 -
[226] - Quote
If you are going to castrate the Amarr these changes are certainly the way to do it. Armor plates nerfed by 25%... check
giving TAR almost DOUBLE the dps out put of the ScR... check
so now Amarr soldiers will be out run, out tanked, and out ganked by all other racial tech... Brothers and Sisters of the Faith we are in for some dark times >.>
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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hfderrtgvcd
1483
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Posted - 2014.12.11 00:15:00 -
[227] - Quote
CCP Rattati wrote:Kaze Eyrou 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.... 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? Really cool Do you think we could have heat sink module as well?
You can't fight in here! This is the war room.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15710
|
Posted - 2014.12.11 00:15:00 -
[228] - Quote
CCP Rattati wrote:Kaze Eyrou 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.... 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? Really cool
By comparison propulsion modules are typically in the mid slots (equivalent of high slots) ..... hint hint.... Kin Cats are prop mods....
*"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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CCP Rattati
C C P C C P Alliance
13342
|
Posted - 2014.12.11 00:26:00 -
[229] - Quote
Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC".
PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players.
Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jotun Izalaru
Goonfeet
242
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Posted - 2014.12.11 00:29:00 -
[230] - Quote
not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! |
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CCP Rattati
C C P C C P Alliance
13345
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Posted - 2014.12.11 00:33:00 -
[231] - Quote
Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before!
That thought definitely crosses my mind, every other minute.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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m621 zma
209
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Posted - 2014.12.11 00:44:00 -
[232] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly... |
Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:50:00 -
[233] - 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
Nooo, please don't nerf armor plates. The 5% speed penalty would be too much for only that much HP.
Chocolate Juice
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Jotun Izalaru
Goonfeet
242
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Posted - 2014.12.11 01:03:00 -
[234] - Quote
m621 zma wrote:Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly...
please let me keep doing my ridiculous sideways dance to dodge bullets, it's easier than actual tactical awareness or forethought
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Buwaro Draemon
WarRavens Capital Punishment.
468
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Posted - 2014.12.11 01:17:00 -
[235] - Quote
Rattati, I don't agree with nerf to armor plates.
Mainly because there are more Anti-Armor weapons in the game than there are Anti-Shield.
Anti-Armor weapons (AI weapons): Rail Rifle and it's Assault Variant, Combat Rifle and it's Assault variant, SMGs and all of it's variants, Locus Grenades, Remote Explosives, Sniper Rifle, Mass Driver, Heavy Machine guns, Bolt Pistol and Flaylock Pistol
Anti-Shield weapons (AI Only): Assault (Plasma) Rifle and all of it's variants, Scrambler Rifle, Flux Grenades, Ion Pistol, Scrambler Pistol, Shotgun, Laser Rifle (I could add the Plasma Cannon but since it's intended purpose is AV and not AI I'll leave it out)
And let's look at which weapons are used the most in games: Rail Rifles Combat Rifles HMGs Shotguns BARs
3 of those are Anti-Armor weapons.
Now if you run a Med-frame that is armor favored (Amarr and Gallente) you will notice how hard is too survive on the frontlines when 3 of the most used weapons in the game are your weakness.
Now let's leave the Amarr alone here. They are tankers, so they can sustain fire from Anti-Armor for a while.
Gallente, which have a lower armor count than Amarr and are Armor repairer tankers rather than Armor HP tanking, well this will make there survivability more harder than now.
I can understand the need of a Armor Plate nerf. But not at those numbers.
This will ruin the Gallente. The Amarr a little bit less than the Gallente.
Side effects of playing Dust:
Emotional trauma, Anger Management issues, Post Traumatic Stress Disorder, and Depression
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ImIvan
69
|
Posted - 2014.12.11 01:27:00 -
[236] - Quote
TAR buff is ridiculous, your turning it into a scrambler rifle that never overheats. The TAR is fine, leave it how it is.
Why must you use prototypes?
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Dunce Masterson
Savage Bullet
118
|
Posted - 2014.12.11 01:28:00 -
[237] - Quote
CCP Rattati you forgot about changing the Amarr sentinel Rail Rifle damage resistance to Armor from shields.
you have done allot of great things for dust how ever you keep forgetting to make that fix.
I don't even know why I bother.
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The True Inferno
Myrmidon Syndicate
117
|
Posted - 2014.12.11 02:07:00 -
[238] - Quote
CCP Rattati wrote:
...
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) ...
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
...
I find these two changes rather odd and annoying as they seem to be addressing nothing that needs to be changed about these weapons.
The Burst AR needs a smaller burst interval than what it currently has and the AR needs its old 750 fire rate back and with this increased damage.
ScP = GÖÑ
If you like chiptune
An Ace Pilot
|
BLACK MASK D
The Exemplars RISE of LEGION
41
|
Posted - 2014.12.11 02:28:00 -
[239] - Quote
when is this coming out? |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1060
|
Posted - 2014.12.11 03:00:00 -
[240] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
50 percent minimum, please. Mario gamestyle must die. Strafe+aimassist one of the worst things in dust514: long range role light infantry should not move to close and dance.
Please support fair play!
|
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Iron Wolf Saber
Den of Swords
18003
|
Posted - 2014.12.11 03:35:00 -
[241] - Quote
I want Repair Small Turrets
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Nocturnal Soul
Primordial Threat
4764
|
Posted - 2014.12.11 03:39:00 -
[242] - Quote
Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15718
|
Posted - 2014.12.11 03:45:00 -
[243] - Quote
Nocturnal Soul wrote:Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet
Why fit them over lets say remote reps unless you are willing to commit say 3 people to logi (pilot X gunners).....
*"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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Vitharr Foebane
Terminal Courtesy Proficiency V.
2052
|
Posted - 2014.12.11 03:55:00 -
[244] - Quote
Iron Wolf Saber wrote:I want L@z0r Small/Large Turrets and a sexy gold Amarr HAV FIFY Make it happen CCP
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Cody Sietz
Random Gunz RISE of LEGION
4195
|
Posted - 2014.12.11 04:09:00 -
[245] - Quote
The reason the TAR will be OP is not because the weapon will be too good. It will be OP because people will use modded controllers and abuse the weapon.
It's why it was nerfed in the first place.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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The-Errorist
SVER True Blood
918
|
Posted - 2014.12.11 07:01:00 -
[246] - Quote
The magazine increase for the tactical AR is way too high especially since compared to a scrambler rifle, it would be able to fire a crapton more before the SCR overheats. I think raising it to around 24 or 25 would be best and then do some more tweaking after that.
Also I would really love to see logi dropships return; they should be slower than regular dropships, have same slots, and have a bit more hp.
Edit: it should also have a penalty to turret damage.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11681
|
Posted - 2014.12.11 07:03:00 -
[247] - Quote
If armor plates have their HP so radically reduced, then so should PG/CPU costs and/or the speed penalties. Without a reduction of the downsides, only ferroscales and reactives will be used. In case you're thinking about it, do not nerf ferroscales and reactives as a way to make regular plates look good by comparison because they aren't a balance issue.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Zeke Dunevent
Fatal Absolution General Tso's Alliance
18
|
Posted - 2014.12.11 07:17:00 -
[248] - Quote
It's late at night and I'm about to be going to bed but at a glance over this looks really good. I'll dissect it tomorrow.
I think I know a lot.
I can run just about anything.
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Iron Wolf Saber
Den of Swords
18005
|
Posted - 2014.12.11 08:02:00 -
[249] - Quote
True Adamance wrote:Nocturnal Soul wrote:Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet Why fit them over lets say remote reps unless you are willing to commit say 3 people to logi (pilot X gunners).....
Because the control and command scheme behind remote reps needs to die in a fire. That is way too much eve in a controller based game whose operational cycle is in milliseconds and not seconds ala eve is.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1328
|
Posted - 2014.12.11 08:15:00 -
[250] - Quote
lol.
>nerfs the best sheild damage weapon into irrelevancy by making he TacAR hands down superior. >cuts armor plates down to what they were in Chromosome. insanely UP.
Looks like im skilling Minmatar.
Please, make my Opus pretty...
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Drecain Midular
Molon Labe. General Tso's Alliance
24
|
Posted - 2014.12.11 08:24:00 -
[251] - Quote
iWanderer wrote:Drecain Midular wrote:About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more.. A rifle kick on the TAC AR would be ridiculous, missing the whole point of the weapon. Might as well then kill it off for good...
Really? What is the point of the tac AR then, 'cause I thought it was supposed to be the long range version of the ARs. RR works great at range even with the kick and is also not as useful in close range because of it. |
Cat Merc
Fatal Absolution General Tso's Alliance
13730
|
Posted - 2014.12.11 09:33:00 -
[252] - Quote
John Psi wrote:CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. 50 percent minimum, please. Mario gamestyle must die. Strafe+aimassist one of the worst things in dust514: long range role light infantry should not move to close and dance. So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1027
|
Posted - 2014.12.11 09:50:00 -
[253] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. Keep minnie scout strafe speed the same?
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Cat Merc
Fatal Absolution General Tso's Alliance
13731
|
Posted - 2014.12.11 10:00:00 -
[254] - Quote
Pseudogenesis wrote:CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. Keep minnie scout strafe speed the same? The minnie scout isn't special.
Either all Minmatar and Gallente (Speed reliant races) are excluded from this change, or none are excluded.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6710
|
Posted - 2014.12.11 10:59:00 -
[255] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. Please no.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3449
|
Posted - 2014.12.11 11:20:00 -
[256] - Quote
Please don't reduce strafe speeds that really won't do anything except make everything look awkward, it also doesn't fix the problem that we have with strafing it just makes it less noticeable. The problem with strafing is being able to instantly change speeds without having to slow down.
supercalifragilisticexpialidocious
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Tesfa Alem
Death by Disassociation
581
|
Posted - 2014.12.11 11:47:00 -
[257] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players. Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
This explains quite a lot., Good and Bad.
Good, yes its quicker to find the most broken thing in dust. If there a cheat you can garuntee it will be in PC like a rash.
Bad because it reflects a tiny minority of the overall player base. Basically trying to balance on 2 16-man teams with 1 pilot, 1 tank, Proto scouts, proto heavies, and proto logis on team chat. No wonder you think Dropship vs AV is balanced when there is a team chock full of proto scouts that are chasing the one guy who dared to not be in a heavy or scout suit but in a commando. By proxy of course.
Its like trying to work out all Luthansa based on thier private jet service. Sure, its cool litle elite Gulfstream, but that tells you nothing in terms of passenger service on a Boeing or AirBus, your main source of revenue.
It begs the obvious question, Why don't you use game wide data instead of PC?
Redline for Thee, but no Redline for Me.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2379
|
Posted - 2014.12.11 12:12:00 -
[258] - Quote
Jotun Izalaru wrote:m621 zma wrote:Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly... please let me keep doing my ridiculous sideways dance to dodge bullets, it's easier than actual tactical awareness or forethought You are both right: keep a good movement/strafe speed and get rid of poor hit detection. Also fix tripping on 2" ledges, add vaulting.
Throw in accurate meshes around objects so grenades and mercs don't bounce off or stick on things and we'll have ourselves a game that peeps can take seriously.
Next step after that would be the aiming/controls.
CCP Rouge must be working on fixing these problems for Legion, in fact it would have been his top priority. Why can't Dust benefit from that work? The legion team must be producing more than cash shop ideas and still-sticky maps.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2379
|
Posted - 2014.12.11 12:13:00 -
[259] - Quote
Jotun Izalaru wrote:m621 zma wrote:Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly... please let me keep doing my ridiculous sideways dance to dodge bullets, it's easier than actual tactical awareness or forethought You are both right: keep a good movement/strafe speed and get rid of poor hit detection. Also fix tripping on 2" ledges, add vaulting.
Throw in accurate meshes around objects so grenades and mercs don't bounce off or stick on things and we'll have ourselves a game that peeps can take seriously.
Next step after that would be the aiming/controls.
CCP Rouge must be working on fixing these problems for Legion, in fact it would have been his top priority. Why can't Dust benefit from that work. The legion team must be producing more than cash shop ideas and still-sticky maps.
PSN: RationalSpark
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Derrith Erador
Fatal Absolution
3170
|
Posted - 2014.12.11 13:30:00 -
[260] - 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 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#post2497502Note: 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. I wonder if I should shamelessly bump this......
Yes, I will.
God and Empress kill me, I'm a level three forum warrior.
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Valor Goat
86
|
Posted - 2014.12.11 14:29:00 -
[261] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute. Hell, no please.
If you can't stand strafing targets, unless they're Minmatar assaults (double tanked + more strafe than other assaults makes + kinda broken hitbox makes them fairly hard to kill when strafing), step your gun game up.
Reduce strafe speed and heavies will be even more pleased and spammed as well.
Plus you already had Caldari scouts' hitbox increased by a lot, and that was the main reference of complaint about strafing targets.
1EE7
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Grimmiers
742
|
Posted - 2014.12.11 15:02:00 -
[262] - Quote
Iron Wolf Saber wrote:I want Repair Small Turrets me and an lot of others asked for this. I would love to see it happen.
Some modules brainstorming/changes
- Reactive vehicle armor plates
adds a small amount of armor and reps, but would boost repair rates from logi tools. It would have to be balanced around better logi tools and logi vehicles, but around 700 armor and 30% boost to repair tools with stacking penalties might work.
- Active armor repair unit
A tame version of the older active repair unit. Complex would repair around 200 armor a second. While active your movement speed decreases. Stacking modules would increase recharge time for each individual module.
- Passive armor repair unit
I want Heavy to heal 50~55~60 between the tiers for a start. They can use less cpu/pg so role of a triple repair armor tank can be to have more room for small turrets and high slot modules.They shouldn't be used to negate so much incoming damage that it's the missile tanks sole purpose to exist.
Light armor repairs would heal 25~35~45 a second and also allow for a more hit and run play style where you can do damage, escape, and repair with a rep tool/depot
I honestly think the last vehicle redesign was poorly done and the reason was there was no community insight. Everything was taken away and we were given a rock, paper scissors style only we have vehicle frames that can barely kill each other while other instagib. Vehicles need to be effective against infantry to give players a reason to go av. . Av damage can't be completely repped in 3 seconds. Av should be more focused on planning and using support equipment like variants of proxy mines and av grenades that have a status effects.
Then there's large turrets that step on each other's roles and are counters to the stupid fits that can be made which turns all light vehicles into coffins. Small turrets still have broken dispersion/hit detection while moving as well and to my knowledge there were no attempts to really fix them. All rattati's changes to the small blaster are helpful, but are like putting a bandaid on a broken bone. |
Lazer Fo Cused
Shining Flame Amarr Empire
207
|
Posted - 2014.12.11 15:14:00 -
[263] - Quote
Grimmiers wrote:Iron Wolf Saber wrote:I want Repair Small Turrets me and an lot of others asked for this. I would love to see it happen. Some modules brainstorming/changes
- Reactive vehicle armor plates
adds a small amount of armor and reps, but would boost repair rates from logi tools. It would have to be balanced around better logi tools and logi vehicles, but around 700 armor and 30% boost to repair tools with stacking penalties might work.
- Active armor repair unit
A tame version of the older active repair unit. Complex would repair around 200 armor a second. While active your movement speed decreases. Stacking modules would increase recharge time for each individual module.
- Passive armor repair unit
I want Heavy to heal 50~55~60 between the tiers for a start. They can use less cpu/pg so role of a triple repair armor tank can be to have more room for small turrets and high slot modules.They shouldn't be used to negate so much incoming damage that it's the missile tanks sole purpose to exist. Light armor repairs would heal 25~35~45 a second and also allow for a more hit and run play style where you can do damage, escape, and repair with a rep tool/depot I honestly think the last vehicle redesign was poorly done and the reason was there was no community insight. Everything was taken away and we were given a rock, paper scissors style only we have vehicle frames that can barely kill each other while other instagib. Vehicles need to be effective against infantry to give players a reason to go av. . Av damage can't be completely repped in 3 seconds. Av should be more focused on planning and using support equipment like variants of proxy mines and av grenades that have a status effects. Then there's large turrets that step on each other's roles and are counters to the stupid fits that can be made which turns all light vehicles into coffins. Small turrets still have broken dispersion/hit detection while moving as well and to my knowledge there were no attempts to really fix them. All rattati's changes to the small blaster are helpful, but are like putting a bandaid on a broken bone.
1. Active armor reps have never slowed down a tank yet and the old ones were fine with the HP they repaired and also they do not increase recharge time if you have more than one
2. Light passive armor reps should not be close to a heavy rep, what is the point of a heavy rep if a light rep can do the job just as well |
Gyn Wallace
OSG Planetary Operations Covert Intervention
160
|
Posted - 2014.12.11 17:10:00 -
[264] - Quote
CCP Rattati wrote: Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
The balancing has been going superbly.
Lots of people are agreeing that the TAR can use a buff, but disagreeing about the scale of that buff. Is there a good reason to do a big buff that might be followed by a nerf (if PC use of the TAR leaps a little more than you'd like), rather than doing a couple of smaller buffs that would give you time to figure out if the smaller buff is enough to increase the TAR's use in PC?
In other worse, why not:
1) a little buff in this hot fix (TAR magazine capacity raised to 24), assess increase in PC usage, and IF the TAR is still underutilized, another little buff in the next hot fix (TAR magazine capacity raised to 30),
instead of:
2) a big buff (TAR magazine capacity raised to 30), assess increase in usage, and IF the TAR become the new FOTM, a nerf?
The Dust/Eve Isk Exchange Thread
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
301
|
Posted - 2014.12.11 17:12:00 -
[265] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
Reduce all strafe speed to 85% of what it currently is.
Reduce all back peddle speed to 50% of what it currently is.
So many birds in one stone. Watch the Heavy meta change on it's own as well. |
Spkr4theDead
Red Star. EoN.
2465
|
Posted - 2014.12.11 18:26:00 -
[266] - Quote
CCP Rattati wrote: Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
And that's exactly what the game should be balanced around. FW and PC
Not ambush like so many wanted months ago.
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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punksnowmash
The Hundred Acre Hood RISE of LEGION
35
|
Posted - 2014.12.11 19:19:00 -
[267] - Quote
Gyn Wallace wrote:CCP Rattati wrote: Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
The balancing has been going superbly. Lots of people are agreeing that the TAR can use a buff, but disagreeing about the scale of that buff. Is there a good reason to do a big buff that might be followed by a nerf (if PC use of the TAR leaps a little more than you'd like), rather than doing a couple of smaller buffs that would give you time to figure out if the smaller buff is enough to increase the TAR's use in PC? In other worse, why not: 1) a little buff in this hot fix (TAR magazine capacity raised to 24), assess increase in PC usage, and IF the TAR is still underutilized, another little buff in the next hot fix (TAR magazine capacity raised to 30), instead of: 2) a big buff (TAR magazine capacity raised to 30), assess increase in usage, and IF the TAR become the new FOTM, a nerf?
Gyn has the right idea, if we go with the smaller increase in cilp size then we wont see the mad rush to make it FOTM.
I personally use the Tac all the time and 18 rounds is just enough to take out someone but where i feel the real issue is in its range.
Example: Corpmates and I on the map with the tabletop them with RR, and SCR. And i with the Tac on one of the two buildings across from it. Long story short they had no problem bringing me down to almost 0 armor at 75-80m but i couldn't break more than shields and maybe 20% armor at the same distance
But yes i do think we should start with just a small increase to clip size over the large, and just maybe increase range by ~10m |
Stefan Stahl
Seituoda Taskforce Command
877
|
Posted - 2014.12.11 19:33:00 -
[268] - Quote
CCP Rattati wrote:Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta. In that context I keep forgetting to mention that the rifle's fitting requirements haven't yet been cleaned up since their performance was aligned:
Here's a comparison of CPU and PG requirements:
ADV: AScR: 48/12 AR: 47/6 ACR: 39/4 ARR: 41/12
PRO: AScR: 83/15 AR: 90/13 ACR: 78/8 RR: 77/14
Can we get that fixed? Make sure all rifles of each tier require the same amount of total fitting cost ("CPU + 5 * PG") and then choose the CPU-PG-ratio based on the racial assault suit's capacity. |
Nirwanda Vaughns
1050
|
Posted - 2014.12.11 19:38:00 -
[269] - Quote
Prox mines left out again
seriously all i want is them to be magnetized same as AV nades to make them a little more effective. Flux AV nades wouldn't go amis either
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
303
|
Posted - 2014.12.11 20:28:00 -
[270] - 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:
In order of priority of importance, in order to help you gauge what must come in echo vs what can wait:
Quote: * Missing Gear from Loyalty Store - #1 * [...]strafe speeds - #2 * Vehicles - #3 * Tweaks on Rifles based on Efficiency Data - #4 * [Remote Explosives] - #5
That is how I would prioritize the changes you mention.
On the topic of remotes, I do believe that a 3 second arm time is more reasonable for setting traps while being chased. 3 Seconds is also long enough to make it impossible for someone to toss it amidst a crowd and detonate without getting killed themselves.
The new Packed Remotes seem interesting, though I would like to point out that very few field remotes with the INTENT to use them as AV. They are traps for choke points and control points with the possibility of being AV through a bit of difficulty. If I had to choose between one or the other, I would probably stick with standard remotes simply because it can do both. If I specifically wanted to take out a tank, I would field my swarms. I would also like to add that this just makes it even worse for armor vehicles right now compared to shield. It's just one more explosive type AV weapon. |
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
703
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Posted - 2014.12.11 21:18:00 -
[271] - Quote
As has been stated before by many mercs I am also having trouble with the proposed changes to armor.
That situation is reminiscent of the early Uprising days when the TAR was the God weapon and the TTK (time to kill) was so low that if you simply blinked you were dead (many red eyed nights because of that). Lowering armor is the wrong way to go for various change reasons.
TTK is not as much an issue now, but I have felt it lowering in the last few months. Armor nerf lowers it further and we'll be in that hole again; and how will we did ourselves out then? - lower weapon damage again? offer a direct buff to HP for some classes and not others? How will we scale it once again? Will have to go through all this balancing again just to arrive at where we've been?
Making armor lower because more regen is possible is not a decent answer either, one does not directly connect to the other.
Nerfing armor to lower the HP of Brick Tanking scouts (or any other suit) doesn't solve the problem, useful modules do. Useful mechanics do. IF Brick tanking is the only way to survive then the problem is in the overall design of the combat system the makes other modules not viable for actual combat. - but that isn't the core reason either. The reasons are many and the mentality of an FPS is one of them, if a logi is available is another, is another class viable for action X or action Y, what class can do it all, etc.?
It is true that much of my concern lies with my logis - the low stats and short life span will be further hindered with the armor nerf. But it affects all gamers as well.
I am not confident in this Armor nerf, but the penalty to the Scout speeds is understandable. What if there was an HP stacking penalty besides just the Speed % hit. Like the effective HP would stack like our weapon damage modules of 100% then 80% then 50% etc. I'm not backing this up with science or logic, but just the universal stacking penalty - we can create reasons why later.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Nirwanda Vaughns
1051
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Posted - 2014.12.11 21:22:00 -
[272] - Quote
Fixing brick tanking scouts without harming other suits.... hmm could this really be as easy as treating them like the old commandos? give them a higher base hp but limit slots. this also limits Ewar stacking as well. something so simple huh
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Jotun Izalaru
Goonfeet
246
|
Posted - 2014.12.11 21:23:00 -
[273] - Quote
Cat Merc wrote: So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
a 15 percent strafe decrease won't kill your ability to be a coward, i promise.
it was doable back when it was actually 50% of base, and i think the guy suggesting change it to 50% now is pure crazytalk. backpedaling at 50%? maybe. i still think it'd be too much, strafing at that speed is ridiculous.
Right now your strafe and backpedal is 90% of base, for the record. I think 75% would probably be fine - but Dust was a plain better game when it was 50%. it's too late to go back to that now, too much has been built on that mistake, but we can even it out. |
Midas Fool
Prophets of the Velocirapture
542
|
Posted - 2014.12.11 22:51:00 -
[274] - Quote
CCP Rattati wrote: Various Increased Warbarge time to X from Y minutes for squadbuilding
Adding all racial frames and tiers to Loyalty Store
YES!!! THIS I LIKE
[Ironically generic forum signature here]
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Valor Goat
91
|
Posted - 2014.12.11 23:34:00 -
[275] - Quote
Jotun Izalaru wrote:Cat Merc wrote: So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
a 15 percent strafe decrease won't kill your ability to be a coward, i promise. it was doable back when it was actually 50% of base, and i think the guy suggesting change it to 50% now is pure crazytalk. backpedaling at 50%? maybe. i still think it'd be too much, strafing at that speed is ridiculous. Right now your strafe and backpedal is 90% of base, for the record. I think 75% would probably be fine - but Dust was a plain better game when it was 50%. it's too late to go back to that now, too much has been built on that mistake, but we can even it out. Are you implying that if one strafes on a gallente assault is a coward? Get good?
1EE7
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Valor Goat
91
|
Posted - 2014.12.11 23:37:00 -
[276] - Quote
Stefan Stahl wrote:CCP Rattati wrote:Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta. In that context I keep forgetting to mention that the rifle's fitting requirements haven't yet been cleaned up since their performance was aligned: Here's a comparison of CPU and PG requirements: ADV: AScR: 48/12 AR: 47/6 ACR: 39/4 ARR: 41/12 PRO: AScR: 83/15 AR: 90/13 ACR: 78/8 ARR: 77/14 Can we get that fixed? Make sure all rifles of each tier require the same amount of total fitting cost ("CPU + 5 * PG") and then choose the CPU-PG-ratio based on the racial assault suit's capacity. This is not something to be fixed. If CCP is gonna do that, then they should reduce ARR's PG cost too, as Caldari is a CPU oriented suit.
1EE7
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Nirwanda Vaughns
1051
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Posted - 2014.12.11 23:55:00 -
[277] - Quote
somehting that could be looked at which has been broken for about 2yrs.
Colours on the Militia Suit BPOs. yes they're only Militia but i've spent AUR on them because they're supposed to be vanity items and come in different colours and they've yet to be fixed. i'm getting to point of simply submitting a ticket for a refund as they've been mis-sold as being differently coloured items (pics taken of description too just in case ) and i could use that AUR elsewhere.
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3076
|
Posted - 2014.12.12 03:40:00 -
[278] - Quote
Increased RE activation time?
When will sentinels stopped being buffed into invulnerability...?
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
21
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Posted - 2014.12.12 04:00:00 -
[279] - Quote
CCP Rattati wrote: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * 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
* Alrighty, For the Remote Explosives: You either want to create separate ones for infantry based RE's and separate Vehicle based RE's OR You can use the same existing ones and add separate damage profiles ex: Vehicle Damage : 1200/1400/1600 Infantry Damage : 600/900/1100
* For Rifles: Give the Breach AR a very slight nerf. It's performing well right now. Extend the amount of ammo further for the Assault ScR. (Being fully Amarr as of the moment the ammo capacity is horrible) ( Not clip size)
* For Warbarge ( This has always been a favorite of mine) Extend the timer to 3 Minutes from the current 10 seconds ( I hope this means for pubs )
* Vehicles should be primarily focused as is : Large Turrets on Tanks should be focused around obliterating other tanks Small Turrets on Tanks should be focused around taking care of AVers IE Infantry.
* ADS' ( If we're even talking about them anymore ) I feel the role of the ADS should very well be focused about/on dispersing hot spots or focused areas of interest. Basically making the Reds scatter on points ! . . . . The swarms are somewhat fine now, they need a tiny slight speed reduction.
* Anti-Infantry Missiles Tiers should be as: Basic/ADV/Proto Direct HP 250/ 450/ 600
Basic/ADV/Proto Splash HP 150/250/350
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2746
|
Posted - 2014.12.12 04:02:00 -
[280] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
I would certainly hope not. I am happy with the recent changes to scouts with the ewar changes. They are balanced and fair. I also believe that armour plate changes seem.....reasonable.
The double speed penalty on scouts might be too much I fear but I am happy to see that we are testing (we are testing numbers right?)
On to the other changes:
Tac AR now @ 30 rounds!? Well I originally was bandwagoning for less so I am a little bit concerned that 30 may be a few too many.
If you are able to bring back Logi LAV`s and The old tanks.... that would make me a very happy bitter vet.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CCP Rattati
C C P C C P Alliance
13424
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Posted - 2014.12.12 05:38:00 -
[281] - Quote
Would any zoom changes on the burst assault rifle make it more competitive?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3450
|
Posted - 2014.12.12 05:40:00 -
[282] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive?
Very smal maybe, it doesn't operate at a range necessary for high zoom.
50M is borderline short-mid range. At 60M yes.
supercalifragilisticexpialidocious
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CCP Rattati
C C P C C P Alliance
13424
|
Posted - 2014.12.12 05:50:00 -
[283] - Quote
ASCR needs love and the Burst, any users that want to get their weapons buffed?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
21
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Posted - 2014.12.12 06:06:00 -
[284] - Quote
I use the burst, it actually kills just amazingly lol. As for the ASCR it needs a damage buff I think, I'm not sure. |
Tesfa Alem
Death by Disassociation
583
|
Posted - 2014.12.12 06:07:00 -
[285] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster.
Infantry weapons that do need a bit more love:
- Ion Pistol
- Normal AR
- Lazer Rifle
- Scrambler Pistol
Bolt pistol still needs to be looked at.
- Kalikiota Bolt Pistol does 251 damage per shot
- Kalikiota Sniper Rifle does 221 damage per shot
- Ishikune Sniper rifle does 250 damage per shot
If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle?
It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip.
Redline for Thee, but no Redline for Me.
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3450
|
Posted - 2014.12.12 06:21:00 -
[286] - Quote
Tesfa Alem wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster. Infantry weapons that do need a bit more love: - Ion Pistol - Normal AR - Lazer Rifle - Scrambler Pistol Bolt pistol still needs to be looked at. - Kalikiota Bolt Pistol does 251 damage per shot - Kalikiota Sniper Rifle does 221 damage per shot - Ishikune Sniper rifle does 250 damage per shot If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle? It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip.
What this guy said except the bolt which kinda sucks :/
supercalifragilisticexpialidocious
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Valor Goat
99
|
Posted - 2014.12.12 06:32:00 -
[287] - Quote
Tesfa Alem wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster. Infantry weapons that do need a bit more love: - Ion Pistol - Normal AR - Lazer Rifle - Scrambler Pistol Bolt pistol still needs to be looked at. - Kalikiota Bolt Pistol does 251 damage per shot - Kalikiota Sniper Rifle does 221 damage per shot - Ishikune Sniper rifle does 250 damage per shot If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle? It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip. The breach ScP does too much damage as well. Nerf/Change BP along with Breach ScP.
1EE7
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Valor Goat
99
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Posted - 2014.12.12 06:37:00 -
[288] - Quote
Also, Rattati can you please look further at the ScR?
When you will finally get and consider that a Caldari assault has quite no chances to stand againts an Amarr assault due to mainly the ScR effectiveness, check this thread out to see potential changes to the ScR:
https://forums.dust514.com/default.aspx?g=posts&t=184071&find=unread Note that these are not cumulative and are object of discussion
1EE7
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Jacques Cayton II
Titans of Phoenix
1224
|
Posted - 2014.12.12 06:44:00 -
[289] - 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? Yea they should. Look at shield extenders low hp with a deadly stacking penalty to regen which forces you to put regulators on. Every module needs a stacking penalty. And sadly ferros should to. Since they are armor plates two possibilities 1 slow down slightly or 2 more cpu pg
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Titans of Phoenix
1224
|
Posted - 2014.12.12 06:47:00 -
[290] - Quote
Vitantur Nothus wrote: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 is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce optimal and effective range. Dude just no. Just no. Heavies are probably the most balanced thing now since you can see them from 40m now. Smh
We fight for the future of the State not our
personal goals
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2386
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Posted - 2014.12.12 06:47:00 -
[291] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive? Very smal maybe, it doesn't operate at a range necessary for high zoom. 50M is borderline short-mid range. At 60M yes. Agree. Even as it is with one cmpx damage mod the current zoom is close to the edge of it's useful damage envelope.
PSN: RationalSpark
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Jacques Cayton II
Titans of Phoenix
1224
|
Posted - 2014.12.12 06:53:00 -
[292] - Quote
30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside
We fight for the future of the State not our
personal goals
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Arkena Wyrnspire
Fatal Absolution
20109
|
Posted - 2014.12.12 07:16:00 -
[293] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive? I don't think so.
The only thing might be that the sight is more restrictive than those found on other weapons - you have a comparatively smaller field which you can see through.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Anthany sandifer The2nd
10
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Posted - 2014.12.12 07:17:00 -
[294] - Quote
......
Pew pew and support
The life of a logi and scout
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CeeJ Mantis
Mantodea MC
112
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Posted - 2014.12.12 07:19:00 -
[295] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I used the burst a lot before the tac ar got it's kick reduced. I found it felt really great when I got head shots. It's low ADS recoil made that really easy. I found the four round burst to be a bit of a hindrance as my target would often dodge the last round and the extra shot depletes my clip more quickly. I would prefer a 3 round burst. Feels more precise that way.
The problem seems to stem from the superior performance from it's nearest competitors. The combat rifle, the breach AR, and the tac AR. The combat rifle has more range, fires nearly fully automatically and has very low hipfire spread, and the breach AR has fully automatic with low spread. The tac AR has more range and DPS for the same semi-auto firing type.
The Burst AR is by no means bad, it's just moderate, and nobody in New Eden uses weapons that aren't either overpowered, or really easy to operate effectively.
Longest plasma cannon kill: 236.45m
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Valor Goat
102
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Posted - 2014.12.12 07:27:00 -
[296] - Quote
Jacques Cayton II wrote:Vitantur Nothus wrote: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 is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce optimal and effective range. Dude just no. Just no. Heavies are probably the most balanced thing now since you can see them from 40m now. Smh They are balanced indeed, but the HMG isn't.
1EE7
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15802
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Posted - 2014.12.12 08:52:00 -
[297] - Quote
Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside
Y'know Jaques oddly enough it is the exact reason you suggest above why Shield HAV are currently over powered.... very odd that its almost completely the opposite way around for infantry.
*"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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nicholas73
Glitched Connection
317
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Posted - 2014.12.12 09:11:00 -
[298] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? The Breach Mass Driver & Breach Shotgun.
I would have said the regular Mass Driver as well but the upcoming armour nerf might help. Maybe projectile speed increase, people can still dodge it at 40+ meters
Proud member of Glitched Connection
"Only idiots start a fight they can't win" - Sora (No Game No Life)
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Vell0cet
OSG Planetary Operations Covert Intervention
2666
|
Posted - 2014.12.12 09:27:00 -
[299] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive? No idea. I don't use it, but as a LR user I should mention to please remember that if you do mess with zoom, you should also adjust the ADS turn speed proportionally, or the sensitivity gets screwed up.
Best PvE idea ever!
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The Eristic
Dust 90210
658
|
Posted - 2014.12.12 09:31:00 -
[300] - Quote
That Tac clip will be a problem. OK with most everything else. Might do plates 70/90/110 or something, though. Proposed would be a rather substantial hit for what will be the most penalized tank at that point.
Regarding ASCR, It just feels like it's shooting nerf darts and is awkward to hold on target, due to its jittery animation.
Reality is the original Rorschach.
Verily! So much for all that.
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
81
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Posted - 2014.12.12 10:36:00 -
[301] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? The Breach Mass Driver should have more splash damage than the normal variant.
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Cat Merc
Fatal Absolution General Tso's Alliance
13763
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Posted - 2014.12.12 11:04:00 -
[302] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Bursts should not last so long, since targets move, so you will just miss a few bullets from the burst.
Basically, the lower the ROF, the lower the amount of bullets in a burst.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
|
Posted - 2014.12.12 11:14:00 -
[303] - Quote
Jacques Cayton II wrote:BL4CKST4R wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty You pay 14 CPU and 5PG for an extra 15HP and -3% penalty. I was referring to complex armor plates. Complex armor plates - 100 HP, 37 CPU and 12 PG, 5% speed penalty plus strafe penalty Complex ferroscale plates - 75 HP, 23 CPU and 8 PG, 0% penalty of any kind You pay 14 more CPU and 4 PG plus +5% speed penalty and you lose strafe for 25 HP. Just say you don't want your ferros nerfed - you know it's coming. Because they shouldn't be nerfed? Yea they should. Look at shield extenders low hp with a deadly stacking penalty to regen which forces you to put regulators on. Every module needs a stacking penalty. And sadly ferros should to. Since they are armor plates two possibilities 1 slow down slightly or 2 more cpu pg
No they shouldn't . Look at armor high hp but with a even deadlier stacking penalty to movement speed which forces you to put nothing on because nothing is available. Every module doesn't need a stacking penalty. And sadly ferros shouldn't . Since they are armor plates similar to some that exist in EVE that sacrifice hp for speed, also armor isn't stacked the same as shields so nerfing the hp of armor would nerf all buy the most basic and unimaginative of fits.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 11:17:00 -
[304] - Quote
Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside
Yeah because this scenario happens all the time , also your range is probably 30-40M, since the breach does almost half it's dps at that range. Also if your energized is only getting you from 30-45, it means your shield skills are low or you are using a non proto suit, if the guy you fight had 4 hives he is in a proto suit... Just saying.
supercalifragilisticexpialidocious
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Ripley Riley
Incorruptibles
5579
|
Posted - 2014.12.12 11:51:00 -
[305] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? AScR has no stopping power. I am recommending a modest damage increase.
My advice to you, playa...
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 11:56:00 -
[306] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Change the weapon prof bonus skill to %damage at 1 or 2% per level, this makes it so weapons don't hit brick walls. Something shield weapons suffer from, along with the combat rifles.
supercalifragilisticexpialidocious
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
121
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Posted - 2014.12.12 11:58:00 -
[307] - Quote
YES HUGE BUFF TO MY DUVOLLE TAR. EVERYONEONE SHALL FEAR ME EVEN MORE=ƒÿê=ƒÿê=ƒÿê
48th Special Operations Force.
"Alone, we are lethal, but as a team, we dominate"
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Valor Goat
102
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Posted - 2014.12.12 12:15:00 -
[308] - Quote
BL4CKST4R wrote:Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside Yeah because this scenario happens all the time , also your range is probably 30-40M, since the breach does almost half it's dps at that range. Also if your energized is only getting you from 30-45, it means your shield skills are low or you are using a non proto suit, if the guy you fight had 4 hives he is in a proto suit... Just saying. Breach AR's efficency is 100% at 60m range.
1EE7
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Spademan
Fatal Absolution General Tso's Alliance
4993
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Posted - 2014.12.12 12:16:00 -
[309] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I use the Burst from time to time, and often times I find that I just can't put someone down with it. I can hit and hurt them pretty well, but if someone else is around the kill generally goes to them, if not then I'm going down. The only thing I can think of really is a slight damage buff
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 12:18:00 -
[310] - Quote
Valor Goat wrote:BL4CKST4R wrote:Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside Yeah because this scenario happens all the time , also your range is probably 30-40M, since the breach does almost half it's dps at that range. Also if your energized is only getting you from 30-45, it means your shield skills are low or you are using a non proto suit, if the guy you fight had 4 hives he is in a proto suit... Just saying. Breach AR's efficency is 100% at 60m range.
No it's not....
supercalifragilisticexpialidocious
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Foundation Seldon
Molon Labe. General Tso's Alliance
796
|
Posted - 2014.12.12 12:19:00 -
[311] - Quote
LLAV
I loved these things. The idea of a support "car" that could go around and help both infantry and vehicles alike sincerely appealed to me and was one of the first things I skilled into back in closed beta. This topic, as such, is an important one to me. It's hard to give specific feedback on the return of LLAVs without any sort of insight on the direction you're taking them with respect to bonuses and the mechanics that will have been added to the game with their inclusion. But I'll list some things that immediately come to mind when thinking about re-incorporating them to the game
- Increased slot number - LAVs have, by far, the least amount of fitting diversity out of any class of vehicle in the game.
- Tweaked Logistics Modules - Going the Nanohive/Area of Effect model would certainly be the easiest way to handle this without having to significantly revise the way the old targetting system worked. It'd also potentially give Dropships a means of activating them without further complicating their control scheme. The former system would need to be revised in a way that severely decreases the lock time on an object and/or auto-targets any nearby vehicle/infantry and allows you to toggle between other nearby targets before giving the person the ability to commit to activating the module. I'd actually prefer the latter approach if possible just because, from an aesthetic point of view, shooting blue lightning from my car into a friendly vehicle or infantry person was awesome.
- Vehicles have changed a LOT since the LLAV's removal from the game. Before it made sense from a design perspective to give the logistics modules a repair/healing functionality because of the way the old armor repairs / shield booster operated. There was always a potentially significant amount of time that a vehicle, after an engagement, was left in its damaged state so in that interim a LLAV could roll up and immediately top off their HP values before going away and running over half the enemy team again. In today's game the amount of time it takes for a damaged vehicle to reach full health again is quite short so the Logistic Modules would be inherently less useful unless tied to its vehicle/infantry dude during the course of an entire engagement, the effect it has thus would need to be more significant during these times I believe.
- Long Cooldown vs. Short Cooldown on Logistics Modules. Something to be considered.
- Infantry Targeted LLAV - It's worth noting that the Saga model can easily fit into enclosed spaces on certain maps. If given the opportunity I will in fact drive my car into a hallway to heal my Heavy and if the Infantry based LLAV modules are significantly more powerful than their infantry counterparts then he will be invincible and I will laugh maniacally.
Additional Logistics Module Functions to consider : Increased Attack Power on Vehicle/Infantry Target (Red Lightning!) Resupply of Ammo on Infantry/Vehicle Target (This is boring though, should be a side effect not a focus!) Increased Resistance Bonuses on Vehicle Target
Vehicle Modules : Active/Passive Heat Sinks Logistics Modules
Note About Shield Boosters : They still suck because in an engagement they'll often be interrupted by the next volley / attack from an enemy. So you'll go from a listed 1900 healed shields to 50 because they never had the chance to deliver their healing. This seriously effects the state of Shields v. Armor on the Vehicle front and, coupled with the fact that there aren't any useful utility based low slots akin to the Scanner/Nitrous, kinda contributes to why Shield vehicles (LAVs mostly) aren't so great in some respects.
Overdrives and the such are sort of pointless frankly, fitting restrictions are too high thanks to the slot layout on the vehicles for anyone to seriously use these over additional Tank.
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6713
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Posted - 2014.12.12 12:25:00 -
[312] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed.
Should it still be though I'd think that's be an impactful change.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3451
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Posted - 2014.12.12 12:36:00 -
[313] - Quote
Sinboto Simmons wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed. Should it still be though I'd think that's be an impactful change. Or one more round like with the burst plasma rifle.
He isn't talking about the combat rifle
supercalifragilisticexpialidocious
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6715
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Posted - 2014.12.12 12:55:00 -
[314] - Quote
BL4CKST4R wrote:Sinboto Simmons wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Would love it, I believe the profile was changed from the racial -5/+15, been gone for a while so may have been changed. Should it still be though I'd think that's be an impactful change. Or one more round like with the burst plasma rifle. He isn't talking about the combat rifle I've just realized that.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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GLOBAL fils'de RAGE
Consolidated Dust
76
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Posted - 2014.12.12 13:32:00 -
[315] - Quote
Thank you
I will enjoy "Tank Surfing" to a greater degree with the new AV RE's.
The Dragonfly Scout, the "true veteran's" suit of choice, needs some love. |
Jack McReady
DUST University Ivy League
1661
|
Posted - 2014.12.12 14:09:00 -
[316] - Quote
TAR with 30 rounds... my galmando alt account uses the tar and it is already deadly, cant image the havoc it can cause with 30 rounds.
the plate nerf is not thought-out out well, with their values they arent in line with the rest of the plates. they were already not really worth using before unless in a heavy. if I am not mistaken the clever players already use ferroscales.
True Adamance wrote:
Cat he isn't wrong.
The main gun of most modern battle tanks has been a large calibre cannon designed to apply the maximum amount of destructive force at a target or at an enemy vehicle.
real life tanks can switch ammo to shrapnell or high explosive rounds with delayed fuse and wipe out a bunker/building full of soldiers though.
conclusion => real life comparisons are not a good way to balance a game made for fun |
Gyn Wallace
OSG Planetary Operations Covert Intervention
161
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Posted - 2014.12.12 16:07:00 -
[317] - Quote
Mordecai Snake wrote:CCP Rattati wrote:Any users that want to get their weapons buffed? The Breach Mass Driver should have more splash damage than the normal variant. All MD variants should have 100% vehicle efficiency.
+1
Aside from trying it out, I never use the breach MD. I'd consider using a MD with a smaller splash radius, if it did more, rather than less splash damage. If it did 150% of the normal MD splash damage, in a smaller radius, at the same rate of fire, I'd even give up two rounds from the magazine, i.e.
4shot MD, reduced splash area, 150% splash damage per shot. Concentrating the same total damage as 6 shots from a normal MD into 2/3rs the time, and into a smaller area.
This, or the suggestion for faster travel time (with the same arc) would allow me to shoot someone hacking an objective, without them finishing the hack and running away, before enough of my rounds travel to them.
The Dust/Eve Isk Exchange Thread
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zzZaXxx
The Exemplars
696
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Posted - 2014.12.12 17:32:00 -
[318] - Quote
Feedback on ASCR: It's range, clip size, and good accuracy when properly bursted (and, alternatively, good suppressive power when held on full auto) are it's strengths and what gives it some identity. It lacks, of course, finishing power against armor....but the armor meta will change some with hp changes. I still say laser's damage profile is broken. I don't see why you won't acknowledge that. Imagine if CR was +/-20%. It would be broken.
Please just change the damage profile and then balance SCR. Laser rifle will be fine. It needs a little buff in fact. People want to use Amarr weapons but get sick of just stripping shields so others can finish off targets. Please open your mind. I hope you will see that laser dmg profile is a relic of the past.
If you're unwilling to address this then maybe try increasing ASCR damage and heat build up. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1380
|
Posted - 2014.12.12 17:41:00 -
[319] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
For context, I used the ASCR pretty exclusively since it came out before dropping it for the RR & ARR. (More on this in a sec)
The ASCR has a hungry resource cost (pg) and is very jittery when you fire not just vertical recoil. It is a laser rifle so having low to non-existent recoil makes more sense even if you trim the damage down a pretty fair amount. Generally the heat is very manageable and frankly the ADS reflex sight is extremely nice and probably should be a standard sight for other assault variants and the MagSec. Bottom line it just is second fiddle in most categories but it is pretty handy in general use...just not as much as the CR.
Ref the burst AR, I've been running that on my Gal Logi suits quite a bit lately...it handles well, good performance, but not as good as the CR. If you brought the range up a little a bit and if you increased the zoom then that might help a bit.
General note on ADS, assault variants having no zoom but a really solid aiming mechanism is ideal, having a bit of increased zoom and some type of scope will help quite a bit for nearly all other rifles.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Mr.Pepe Le Pew
Art.of.Death VP Gaming Alliance
13
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Posted - 2014.12.12 18:16:00 -
[320] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Leave the Breach AR as is. It is the ONLY competitive AR in the game, and maybe the exile XD. The burst AR scope feels outdated. The spread on the burst AR should be tightened up, at least when in ADS. The Duvolle AR is not effective at all. and the tactical needs a bigger clip. Thanks for your time.
CEO / Art.of.Death
We fight together now. We look forward to the future in Legion.
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Daddrobit
You Can Call Me Daddy
1217
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Posted - 2014.12.12 19:32:00 -
[321] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive?
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
As for the zoom on the Burst, I feel it actually needs to be reduced. As it is now with the TAR level of zoom, it gives a false sense that it's effective at the range it portrays when in reality when you fire on someone, it barely pings their shields.
Other than that, I believe that adding more bullets to the burst isn't necessarily the answer. Adding more per burst seems like it would just make it unwieldy. Without a ROF increase, people are just going to keep dodging half the burst and longer bursts will make it more awkward trying to get into a rhythm to keep firing without oversampling the weapon.
As for the AScR, there are a few things iffy on the weapon.
I personally use it a lot on my Minmatar Assault as it is indeed still a very good weapon and it synergizes well with a 100 round smg for finishing armor. However I think that due to it's high price point, armor meta, and moderate jostle, (because it really is more of a jostle than recoil) the few downsides it has is just enough of a thorn in the side of potential users that they just say, "Meh, I'd like to use it, but there are just other weapons out there that are more convenient."
Make a basic variant, (there really should be basic variants for everything tbqh) that way it allows a cheaper entry point for the weapon and give it an ever so very tiny damage buff, nothing like that 14% you recently game to the AR, I'm talking like 5% maximum. Leave the jostle, the weapon still has a very long range and not having laser efficiency at maximum range helps balance it. If you have to touch it there, only do it in tiny amounts.
Other than that, it really is just the armor meta hurting the weapon. Having a smallish damage per bullet accompanied by a 20% nerf to its efficiency in killing the most prevalent tank just makes it difficult to use.
O.G. Pink Fluffy Bunny
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Cat Merc
Fatal Absolution General Tso's Alliance
13772
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Posted - 2014.12.12 20:53:00 -
[322] - Quote
So here's an idea.
Increase CR ROF to like 1600, reduce damage so that DPS will end up the same. Add a shot to the burst, and increase clip size so that damage per clip ends up the same.
Then basically copy the CR's current stats (minus the range and clip size) to the Burst AR.
Evidenced by the multiple balancing attempts for the Burst AR, finding a ROF, burst length and damage that doesn't trample over the CR while at the same time being usable and fun, is difficult.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Spectral Clone
Abandoned Privilege Top Men.
3369
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Posted - 2014.12.12 20:55:00 -
[323] - Quote
I dont want my weapon (ScR) buffed. I just want a Breach and Burst variant of it.
Also, multispectral laser beam colours.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Funkmaster Whale
Whale Pod
2589
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Posted - 2014.12.12 21:00:00 -
[324] - Quote
Rattati, if you really want to make the Burst AR competitive give it the same RoF as the Combat Rifle. Right now the Burst AR suffers from an awkward delay between shots that the CR doesn't as well as a damage profile that doesn't allow it to effectively kill Sentinels. Effectively killing a sentinel should be the benchmark of any weapon, and right now these weapons don't do this nearly as well as a CR, Rail Rifle, or Breach AR. Armor values are innately larger than shield values in 90% of scenarios, and so having a weapon that doesn't offer enough DPS to take down 1000+ armor Gal/Amarr Sentinels means it's not going to be used in PC where these suits are most often spammed.
The other big thing to consider as to why the Burst AR isn't used is that framerate has a direct correlation to rate of fire with semi-auto and burst-fire weapons. This is a huge impact on weapon performance when you consider that PC is typically by far the worst offender of framerate drops. I've been wanting to make a video of this to demonstrate this to you. As a side note, what does the data look like between the CR and the ACR in PC? Which one is used more, just curious? From my experiences, the ACR works fine in PC while the CR suffers from really bad lock-ups and reduced RoF because of framerate drops, and this in turn makes the weapon unusable in my eyes in these scenarios.
The TAR atm just suffers from under-appreciation due to being overshadowed by the Breach AR. Honestly, having used both there's nothing that the TAR seems to offer that the Breach doesn't. There's not enough long-range engagements that happen in this game to make consistently running a TAR appealing. Eventually most engagements converge into CQC because of the way objectives are mapped and having an unreliable CQC weapon in these situations plays into why it's not used as much. The framerate vs rate of fire also affects this weapon although quite not as much as burst-fire weapons. In normal conditions, a burst may take 0.2s to fire while in shoddy framerate conditions it may take 0.3-0.4 seconds. I'm just making up numbers, but this discrepancy between shots drastically affects DPS, ease-of-use, and ultimately appeal.
Follow me on Twitch.tv!
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Indy Strizer
Osmon Surveillance Caldari State
206
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Posted - 2014.12.12 21:31:00 -
[325] - Quote
Burst Assault Rifle: I noticed the muzzle flash was blinding me last time I was shooting and aiming with the scope.
Not sure if it's still the case, but it was pretty disorienting. |
Jadd Hatchen
KILL-EM-QUICK
696
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Posted - 2014.12.12 21:36:00 -
[326] - Quote
CCP Rattati wrote:We are working on a hotfix as a followup to 1.10, both to fix any issues as well as set us up well for the holidays.
These are our thoughts, but we will not be able to do all of them, based on the following Community feedback: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * High Hit Point scouts/assaults strafe speeds * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data * Missing Gear from Loyalty Store * Vehicles
New Packed Remote Explosive STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
First off... WHY THE HELL ARE YOU STILL INSISTING THAT REMOTE EXPLOSIVES ARE THROWN!!!! No where in RL or anywhere when dealing with such items are they EVER thrown around unless you have a freaking death-wish (and I'm pretty sure Charles Bronson doesn't play DUST514). That is for the domain of GRENADES (an explosive specifically meant to be thrown) and grenade launchers, mass drivers in this game. Remotes should always drop to the ground (or stick to a surface) right where you are at. Thus they become defensive (not offensive) and are used for traps ( I drop an RE as I run through a doorway while being chased and then blow it up on the people chasing me). But they should NEVER EVER EVER!!!! be thrown like they are now. Or else why the f**k have grenades and mass drivers!?!
Second, I like the idea of the strafe nerf on armor plates only, but where/what is the balance for the shield extenders? You have one half of a fix, but it won't work if you don't have the other half as well. So what is the fix for the shield extenders? And remember that that it MUST be a different penalty than the armor one or else you create a situation where there is no difference in using shields versus armor and then people are encouraged to "dual tank" and thus you loose that important choice-leads-to-consquence part of the game (ie emergent game-play). By only "nerfing" or penalizing one side and not the other you also screw up the meta balance of the game and that sort of change will take time to recover from. Instead of causing more issues, just implement the full fix rather than some interim fix. Doing half-fixes only f**ks with the players and makes them angry.
Oh and if you really REALLY want to encourage more and better squad-building and thus create a better social network within the game, then you must do this one HUGE thing...
ADD A FREAKING BLINKING ICON AT THE TOP RIGHT OF THE SCREEN WHENEVER SOMEONE TYPES **** INTO THE FREAKING CHAT CHANNELS DAMNIT!!! Then when someone in my corp/alliance/faction/whatever channel says LFS and I'm in a current battle, then I will still be able to respond to them and tell them to wait only 5 mins for the battle to finish or whatever and then we can invite them. What is the horrible HORRILBE use case right now for this scenario?
1 - I start a squad with one friend and I "advertise" my new squad in both squad finder and in my alliance chat. Meanwhile our 3rd friend who would want to join our squad is already in a public match from earlier and DOES NOT SEE my posting in the alliance chat channel (no flashing indicator).
2 - After waiting for up to 5 minutes we start a match as there are no responses (3rd friend is still in match and has no idea that his chat indicator back in his quarters are flashing let alone that we are even in the damn game.)
3 - While my squad is in a match, our 3rd friend finishes his match, returns to quarters and now sees my "advertisement" in alliance chat and then checks squad finder to try to join, but all squad finder tells him is "DEPLOYED" and no amount of time for deployment or anything useful at all.
4 - So the 3rd friend writes a response indicating that he wants to join the squad in the alliance chat and waits while we are still in a battle. He waits, up to 10 minutes and nothing happens because I'm still deployed in a match and have NO INDICATION THAT MY FRIEND HAS ASKED TO JOIN MY SQUAD!!! He starts to think that maybe I don't want him or am ignoring him, so he goes and either joins another squad or worse yet he decides that no one likes him and continues to play solo.
5 - My squad finishes the match, I get to quarters, I see the message he left for me (now over 10 minutes old) asking to join the squad. I try to invite him, but now HE"S DEPLOYED and unable to join my squad. And so the problem continues over and over and we waste huge amounts of time and nothing resolves and we miss out on social building and everyone becomes solo players and thinks that aspect of game SUCKS! |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1321
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Posted - 2014.12.12 21:57:00 -
[327] - Quote
CCP Rattati wrote:
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Scrambler Rifle The scrambler rifle needs a reduction to heat build up on non amarr assault suits. A 5-10% reduction in heat build up with a clip reduction to 35 would probably make it a more viable weapon on non amarr assault weapons without making it OP in any scenario (Amarr assault / Amarr commando / Other suits).
Assault Scrambler Rifle
The AScR is in a strange place. Its rate of fire, damage, heat build up, and damage profile makes it a rough weapon to use against all of the armor tanking on the field.
Some possible ideas include:
- Adjust the damage profile to increase armor damage and reduce shield damage. (Would probably require some adjustment to damage numbers)
- Increase the rate of fire by a small margin (also include a clip increase and matching ammo increase)
- Adjust dispersion even more (the last round did wonders for the weapon it may just need a touch more tweaking)
It simply takes too much time and ammo to get through all the armor tank on the field these days. Personally I think an adjustment to the damage profile would be the best move. |
Funkmaster Whale
Whale Pod
2593
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Posted - 2014.12.12 22:23:00 -
[328] - Quote
What if we changed Damage Mods back to 3/5/10% but instead of flat damage you could split them into +armor or +shield damage. This would be a step in allowing more free form customization of weapons and would allow you to actively and dynamically counter "armor meta" more effectively despite you only having skilled in an ScR or whatever.
I would absolutely love to put +shield damage mods on a CR or +armor damage mods on an AR.
Follow me on Twitch.tv!
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Vordred Knight
T.H.I.R.D R.O.C.K
546
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Posted - 2014.12.12 22:26:00 -
[329] - Quote
Funkmaster Whale wrote:What if we changed Damage Mods back to 3/5/10% but instead of flat damage you could split them into +armor or +shield damage. This would be a step in allowing more free form customization of weapons and would allow you to actively and dynamically counter "armor meta" more effectively despite you only having skilled in an ScR or whatever.
I would absolutely love to put +shield damage mods on a CR or +armor damage mods on an AR. I love this idea
Don't Do Drugs while playing Eve
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Savage Mangler
Molon Labe. General Tso's Alliance
220
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Posted - 2014.12.12 22:33:00 -
[330] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I've been using the AScR a lot these last couple days both on my alt and on my main, so I can offer some insight amd opinion about it.
1: Visually it feels weak. Spamming R1 with a regular ScR feels like you unleashed something dangerous, the beams are readily apparent and look like it would punch through shield and armor. The AScR feels like I'm pelting someone with an airsoft gun. It only shoots tracers every second or third shot and they look underwhelming. A color change would give the weapon distinction and making the rounds more apparent would make the weapon more satisfying to use.
2 :Damage. Before I go further let's have a comparison
Gek-38: 35.684 vs shields, 29.194 vs armor. 800 rpm.
CRD-9: 40.92 vs shields, 27.28 vs armor. 705.88 rpm.
Against shields the AScR will out dps the AR but not by much. When against armor however the lower rof of the AScR causes a much greater difference between the two. As much as the munchkin in me would like a straight buff to damage, the best way to buff the AScR would be a rof increase to bring it closer to the AR.
That's pretty much all I got off the top of my head.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Salvation...through Annihilation
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1380
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Posted - 2014.12.12 22:58:00 -
[331] - Quote
Spademan wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? I use the Burst from time to time, and often times I find that I just can't put someone down with it. I can hit and hurt them pretty well, but if someone else is around the kill generally goes to them, if not then I'm going down. The only thing I can think of really is a slight damage buff
Spademan...good point. Anecdotally I've been using the Burst AR all day and it certainly feels like my kill assists are up and raw kills are down. I have also noticed the amount of times I get killed with the opponent with 10-15% hp left is up a bit too. Again, these are subjective observations but noticeable to me.
Upon a bit of reflection, I would keep the ROF and burst count the same and make a very mild damage increase, add additional ammo to the magazine, and slightly increase the range / ADS zoom.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3459
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Posted - 2014.12.12 23:24:00 -
[332] - Quote
Omg just change the weapon proficiency bonus to raw damage and you won't have any problems
At 1.5% damage per level ttk doesn't increase but weapons won't hit brickwalls on the opposition damaging tank.
All this ascr being bad started after the weapon balancing a year ago which nerfed this skill to what it is now.
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13776
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Posted - 2014.12.12 23:27:00 -
[333] - Quote
We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+10, EM at +10/-10, Explosive at -10/+10.
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
3459
|
Posted - 2014.12.12 23:30:00 -
[334] - Quote
Cat Merc wrote:We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+10, EM at +10/-10, Explosive at -10/+10.
Did you mean for projectile to get a net 2.5%?
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13776
|
Posted - 2014.12.12 23:35:00 -
[335] - Quote
BL4CKST4R wrote:Cat Merc wrote:We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+10, EM at +10/-10, Explosive at -10/+10. Did you mean for projectile to get a net 2.5%? No, that was a mistake.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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hfderrtgvcd
1513
|
Posted - 2014.12.12 23:56:00 -
[336] - Quote
breach shotgun is pretty terrible atm. ASCR could definitely use a rof or damage buff
You can't fight in here! This is the war room.
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Vitantur Nothus
Nos Nothi
1147
|
Posted - 2014.12.13 00:42:00 -
[337] - Quote
hfderrtgvcd wrote:breach shotgun is pretty terrible atm. ASCR could definitely use a rof or damage buff
If King HP adjustments are in the cards, I'd advise against tweaking the Breach Shotgun until after they're implemented and tuned. A balanced Breach Shotgun today may very well be an overpowered Breach Shotgun tomorrow. |
Funkmaster Whale
Whale Pod
2595
|
Posted - 2014.12.13 00:56:00 -
[338] - Quote
Cat Merc wrote:We could tone down racial profiles. Hybrid weapons would sit at +-5/+-5, Projectile at -7.5/+7.5, EM at +10/-10, Explosive at -10/+10. I totally agree.
I've really thought about this too.. Right now there's such a strong disparity between shield/armor damage on profiles likes EM and Explosive that it tends to make these weapons less favorable due to not being well-rounded and thus reliable in most scenarios. I think TTKs would also increase overall as a result of this.
I'm wondering what the data would look like if Rattati graphed KDA vs damage profiles instead of individual weapons. That I think could reveal some extraneous factors that may be at play when we consider the balance of weaponry.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7422
|
Posted - 2014.12.13 01:38:00 -
[339] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive?
Thing's fire rate is what is killing it, imo. High damage doesn't mean jack when you can only get two bursts off a second. It's theoretical DPS just doesn't match up with it's practical DPS.
Long-Term Roadmap
More Hard Questions
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Vitantur Nothus
Nos Nothi
1151
|
Posted - 2014.12.13 02:05:00 -
[340] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive? Thing's fire rate is what is killing it, imo. High damage doesn't mean jack when you can only get two bursts off a second. It's theoretical DPS just doesn't match up with it's practical DPS.
Agreed. This gun still feels choppy, and choppy weapons tend to be hit hardest by PC lag. In my limited experience, at least. |
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7428
|
Posted - 2014.12.13 02:05:00 -
[341] - Quote
Vitantur Nothus wrote:Aeon Amadi wrote:CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive? Thing's fire rate is what is killing it, imo. High damage doesn't mean jack when you can only get two bursts off a second. It's theoretical DPS just doesn't match up with it's practical DPS. Agreed. This gun still feels choppy, and choppy weapons tend to be hit hardest by PC lag.
Found out why, too: https://forums.dust514.com/default.aspx?g=posts&m=2514598#post2514598
Long-Term Roadmap
More Hard Questions
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Alena Ventrallis
Vengeance Unbound
2263
|
Posted - 2014.12.13 02:56:00 -
[342] - Quote
Can we increase the standard ARR damage to 38? Currently is severely underperforming due to extremely low damage.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Funkmaster Whale
Whale Pod
2596
|
Posted - 2014.12.13 07:38:00 -
[343] - Quote
Here's the video I promised you Rattati
This was my best attempt at showing you how framerate affects burst-fire weapons. This plays a huge part into why the Burst AR is so weak, especially when you consider that it has an even lower RoF. In laggy situations like this the Burst AR is even further crippled.
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Mad Kras
Made in Poland... E-R-A
71
|
Posted - 2014.12.13 07:43:00 -
[344] - Quote
I guess that there'll be a massive migration to shields now. Almost the same amount of hp, no strafing penalty + auto regen. Leave the hp bonus as it is and add the strafing penalty, wich, imo should be based on the movement speed, So an idea would be to increase movement penalty on armour plates. Thanks
Arrogance and sarcasm lvl 5
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Alena Ventrallis
Vengeance Unbound
2264
|
Posted - 2014.12.13 08:52:00 -
[345] - Quote
Do not decrease armor health. Instead, simply double the movement penalty for light suits. Armor is supposed to be stacked.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Foehammerr
Dead Man's Game RUST415
136
|
Posted - 2014.12.13 10:28:00 -
[346] - Quote
There was an issue with parsing this post's BBCode
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game RUST415
136
|
Posted - 2014.12.13 10:39:00 -
[347] - Quote
CCP Rattati wrote:
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
Overperformers (slight) Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Various Adding all racial frames and tiers to Loyalty Store
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's
Thoughts on quoted text: -armor plates HP reduced Can't have ttk too high now, people might think it's not a quick time shooter like BF or cod. I understand that it's meant more to hurt scouts, but everyone else is kinda getting shafted with them.
-Tac AR Yes, this is good.
-Burst AR ccp fixes the burst AR by adding another round to the burst
-AR mag increase Thanks I guess, but it still doesn't change the face that the Breach AR still has higher DPS on top of its higher alpha.
-Breach AR range/mag size reduction Mag size is is ok I guess, I'll just have to live with reloading even more but range reduction was probably less than optimal, a RoF reduction would have been better as it'd have less dps than the Assault rifle but higher alpha giving the two different roles rather than the ar being completely inferior in damage out put.
-Rest of the frames to LP store I await this eagerly.
-reduced Light blasters dispersion Good but I'd rather have increased splash radius or damage so that it actually works rather than being a vestigial effect that the blasters have. This is for dropships as the angle you be firing from with vehicles, splash would never occur. It's impossible to hit equipment with blasters on a dropship. It's more efficient to just land and get out.
-WP for lav transport My taxi service comes to fruition!
Rangers Lead The Way!
Beta Vet since 2/5/2013
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KEROSIINI-TERO
The Rainbow Effect
1592
|
Posted - 2014.12.13 12:03:00 -
[348] - Quote
Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
TAC AR does indeed need more clip size. However, it is not that weak even though it is underused. Careful not to make clip size too big. 24-26 might do it good enough.
Also, TAC AR does NOT need bigger ammo capacity, it rarely needs to resupply and that's not gonna change by clip size increase. Retain total ammo or even lower it.
Disclaimer: I am a TAC AR user of long long time and seen all the iterations (only time I abandoned it was beginning of 2014 until late summer, that period it was unusable in the rifle meta.)
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1592
|
Posted - 2014.12.13 12:09:00 -
[349] - Quote
True Adamance wrote:[
Y'know Jaques oddly enough it is the exact reason you suggest above why Shield HAV are currently over powered.... very odd that its almost completely the opposite way around for infantry.
The reason for that is shield hull HAVs very great fitting freedom. Dual tankable so easy still with PRO main gun.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1592
|
Posted - 2014.12.13 12:10:00 -
[350] - Quote
CCP Rattati wrote:Would any zoom changes on the burst assault rifle make it more competitive?
No, not really
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Jacques Cayton II
Titans of Phoenix
1224
|
Posted - 2014.12.13 14:11:00 -
[351] - Quote
True Adamance wrote:Jacques Cayton II wrote:30 hp regen after 4 secs..... adds a recharger or energizer now 45 or 50 after 4 secs. Puts hp on 5 sec.... puts reg on 3 sec. Goes to fight gal with brch ar at 60 m gets him down to half armor waits for shields pops out full armor repeat. Why cant i get his armor down. Sees its a logi with 4 rep hives cries on the inside Y'know Jaques oddly enough it is the exact reason you suggest above why Shield HAV are currently over powered.... very odd that its almost completely the opposite way around for infantry. We don't have boosters and hardeners
We fight for the future of the State not our
personal goals
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Sir Dukey
Murphys-Law General Tso's Alliance
1311
|
Posted - 2014.12.13 15:13:00 -
[352] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
The biggest problem with the CR is it's inability to get through shields added in with the fact that a lot of shot's do not connect on shields anyway. This was a huge buff to the Caldari sentinel. I would like a -10%/+10% shield/armor ratio. Also, the burst CR suffers really badly from lag, it's DPS goes way down to like 200 even with just a bit of lag.
Weapons like the ScR can power through armor just because their DPS is so high but this isn't the case the the ACR, It's DPS being on the low end added in the the fact that it is -15% shields just makes it an absolutely terrible weapon.
To tell you the truth, a lot of kills in PC with CR are probably because everybody in PC are running PG/CPU heavy equipment and CR and ACR are easier to fit than ScR, AR, RR ect.
BTW- the SMG is harder to fit than the ACR.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
Murphys-Law General Tso's Alliance
1311
|
Posted - 2014.12.13 15:14:00 -
[353] - Quote
KEROSIINI-TERO wrote:"Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio"
TAC AR does indeed need more clip size. However, it is not that weak even though it is underused. Careful not to make clip size too big. 24-26 might do it good enough.
Also, TAC AR does NOT need bigger ammo capacity, it rarely needs to resupply and that's not gonna change by clip size increase. Retain total ammo or even lower it.
Disclaimer: I am a TAC AR user of long long time and seen all the iterations (only time I abandoned it was beginning of 2014 until late summer, that period it was unusable in the rifle meta.)
Yeah, with it having really high DPS, we're going to see TAC-AR Modded Controller 514 again. Hopefully this idea doesn't go through. If It did, it would be equivalent to taking away the overheat mechanic from the ScR.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
Murphys-Law General Tso's Alliance
1311
|
Posted - 2014.12.13 15:17:00 -
[354] - Quote
Cat Merc wrote:So here's an idea.
Increase CR ROF to like 1600, reduce damage so that DPS will end up the same. Add a shot to the burst, and increase clip size so that damage per clip ends up the same.
Then basically copy the CR's current stats (minus the range and clip size) to the Burst AR.
Evidenced by the multiple balancing attempts for the Burst AR, finding a ROF, burst length and damage that doesn't trample over the CR while at the same time being usable and fun, is difficult.
Don't forget you will have to adjust the damage per clip with the CR. If it were to stay the same (clip size) , we would dishing out like 800 damage per clip.
Acquire Currency, Disregard Female Canis lupus familiaris
|
punksnowmash
The Hundred Acre Hood RISE of LEGION
35
|
Posted - 2014.12.13 15:25:00 -
[355] - Quote
Sir Dukey wrote:KEROSIINI-TERO wrote:"Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio"
TAC AR does indeed need more clip size. However, it is not that weak even though it is underused. Careful not to make clip size too big. 24-26 might do it good enough.
Also, TAC AR does NOT need bigger ammo capacity, it rarely needs to resupply and that's not gonna change by clip size increase. Retain total ammo or even lower it.
Disclaimer: I am a TAC AR user of long long time and seen all the iterations (only time I abandoned it was beginning of 2014 until late summer, that period it was unusable in the rifle meta.) Yeah, with it having really high DPS, we're going to see TAC-AR Modded Controller 514 again. Hopefully this idea doesn't go through. If It did, it would be equivalent to taking away the overheat mechanic from the ScR.
Its already powerful enough with 18 rounds, it would only get worse as you've said. Personally I wasn't around for the TAC514 days but as a long time user of it I feel why its under utilized is the range its not that great.
If it was intended to be like the SCR, with about the same rounds fired before overheat/empty clip why not boost range insead of clip size because in no time it will get nerfed like the SCR did cause of modded controllers |
Alena Ventrallis
Vengeance Unbound
2265
|
Posted - 2014.12.13 16:56:00 -
[356] - Quote
I see no reply about the reasoning for such a big change in armor plate HP. Rattati?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
|
Cheydinhal Guard
Abandoned Privilege Top Men.
316
|
Posted - 2014.12.13 18:51:00 -
[357] - Quote
Finally the Tac gets a clip buff. 30 might be a bit too much though. I'd advise a smaller buff of 24 rounds in a mag. The Tac already has great RoF and damage per round. 30 rounds might be a bit too much. The last thing anyone wants is to devolve back into TAR514.
Be the mercenary of tomorrow, today. Go beyond with Aurum!
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Cat Merc
Fatal Absolution General Tso's Alliance
13808
|
Posted - 2014.12.13 21:15:00 -
[358] - Quote
May I suggest reducing the rate at which HMG's lose heat? Not the heat per shot (Though that needs to be increased), but rather how quickly the HMG losses the heat it gained?
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
13808
|
Posted - 2014.12.13 21:17:00 -
[359] - Quote
Sir Dukey wrote:Cat Merc wrote:So here's an idea.
Increase CR ROF to like 1600, reduce damage so that DPS will end up the same. Add a shot to the burst, and increase clip size so that damage per clip ends up the same.
Then basically copy the CR's current stats (minus the range and clip size) to the Burst AR.
Evidenced by the multiple balancing attempts for the Burst AR, finding a ROF, burst length and damage that doesn't trample over the CR while at the same time being usable and fun, is difficult. Don't forget you will have to adjust the damage per clip with the CR. If it were to stay the same (clip size) , we would dishing out like 800 damage per clip. I did say increase clip size, didn't you see that?
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
13808
|
Posted - 2014.12.13 21:18:00 -
[360] - Quote
Sir Dukey wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? The biggest problem with the CR is it's inability to get through shields added in with the fact that a lot of shot's do not connect on shields anyway. This was a huge buff to the Caldari sentinel. I would like a -10%/+10% shield/armor ratio. Also, the burst CR suffers really badly from lag, it's DPS goes way down to like 200 even with just a bit of lag. Weapons like the ScR can power through armor just because their DPS is so high but this isn't the case the the ACR, It's DPS being on the low end added in the the fact that it is -15% shields just makes it an absolutely terrible weapon. To tell you the truth, a lot of kills in PC with CR are probably because everybody in PC are running PG/CPU heavy equipment and CR and ACR are easier to fit than ScR, AR, RR ect. BTW- the SMG is harder to fit than the ACR. He was talking about the Assault Scrambler Rifle bud.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Ydubbs81 RND
Ahrendee Mercenaries
3568
|
Posted - 2014.12.14 01:05:00 -
[361] - Quote
So, the regular armor plates are getting a nerf? Are the ferroscale and reactive plates getting a nerf as well or will they remain untouched? I'm not asking for a nerf just clarification.
> Check RND out here
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CCP Rattati
C C P C C P Alliance
13605
|
Posted - 2014.12.14 03:53:00 -
[362] - Quote
After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cavani1EE7
Murphys-Law
602
|
Posted - 2014.12.14 04:24:00 -
[363] - Quote
CCP Rattati wrote:I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that. Are you saying that you are considering a native strafe nerf on armor suits?
CCP Rattati wrote:I want players to use reactives and ferros so they will not be touched. Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff).
Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP.
Take a bow
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Cavani1EE7
Murphys-Law
602
|
Posted - 2014.12.14 05:03:00 -
[364] - Quote
Here some reasonable and valid tweaks not involving an armor tanking nerf to make Shield Tanking more viable and to actually be a thing on the battlefield
Threshold damage to stop the regen - amount of damage to be tanken to stop regen = regen rate (hp/s) or a high percentage of it
Shield extenders HP buff and/or Complex Shield Extenders PG 11 > 9
A whatever kind of shield equipment
Scrambler Rifle profile to +15% | -15% from +20% | -20%
The last two are not needed as much as the other two but would still be very efficient to see some shield tankers on the battlefield.
Take a bow
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
573
|
Posted - 2014.12.14 05:08:00 -
[365] - Quote
Cavani1EE7 wrote:
Threshold damage to stop the regen - amount of damage to be tanken to stop regen = regen rate (hp/s) or a high percentage of it
Scrambler Rifle profile to +15% | -15% from +20% | -20%
These two seem really cool, but I think the implementation of the first thing would take a patch to do.
GimmeDatSuhWeet isk
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Vitantur Nothus
Nos Nothi
1162
|
Posted - 2014.12.14 05:09:00 -
[366] - Quote
1. If HP levels are to remain as they are, I very much hope that down the road Mobility and HP develop more of an inverse relationship. A fragile speed build with 300HP shouldn't have a hard time keeping up with a slayer unit with 900HP. Not asking for anything crazy like 300% weaker so 300% faster; simply something better than the current 300% weaker and 10% faster.
2. I remain of the opinion that the HP gap between properly dampened Scouts and properly tanked Heavies is untenable. That said, I don't know how we might reign in Sentinel HP without crippling them now that 1000HP Assaults are the norm. A given AM Sentinel may have 5x a Scout's HP, but he only has 1.5x the nearest Assault's. Not sure how to address the gap between HP extremes, but I believe the gap to be a problem.
3. 100% in favor of deliberate strafe and counterstrafe, but the wiggle-wiggling is ridiculous. And it isn't limited to Scouts. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2774
|
Posted - 2014.12.14 05:20:00 -
[367] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched.
If we were to get equivalent shield equipment to the armour equipment that we already have - I.E Shield repair tools and Shield booster hives, then I could forgive this transgression.
However your statistics must confirm that armour and full armour tanking is vastly more prevalent than full shield tanking.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Funkmaster Whale
Whale Pod
2627
|
Posted - 2014.12.14 07:10:00 -
[368] - Quote
I'm honestly baffled that nerfing strafe speeds is something that's on the table. Effective strafing is the only way a low HP suit can outplay brick-tanked Sentinels. Last I checked this was an FPS not a turn-based RPG. You seriously want to make the game more slow paced and ultimately easier for HMGs and laser-accurate Breach ARs?
I just don't know anymore. I've stuck with this game a long time. Nerfing movement speed is just something that makes me entirely lose faith.
Follow me on Twitch.tv!
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Kallas Hallytyr
Skullbreakers
1109
|
Posted - 2014.12.14 08:35:00 -
[369] - Quote
Hey fellas, just cross pollinating my thread, Small Missiles and ADS Skills: read it here. Also an older thread containing similar ideas implemented differently: Vehicle Skills and Turret Variations.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1110
|
Posted - 2014.12.14 08:40:00 -
[370] - Quote
Funkmaster Whale wrote:I'm honestly baffled that nerfing strafe speeds is something that's on the table. Effective strafing is the only way a low HP suit can outplay brick-tanked Sentinels. Last I checked this was an FPS not a turn-based RPG. You seriously want to make the game more slow paced and ultimately easier for HMGs and laser-accurate Breach ARs?
I just don't know anymore. I've stuck with this game a long time. Nerfing movement speed is just something that makes me entirely lose faith. Honestly, outplaying a brick-tanker should not be about how well you can imitate Neo, it should be about how you have positioned and stacked the odds and environment to your favour using your greater speed/EWar/other advantages. Considering that even the toughest suit goes down in about three seconds, if you get a good drop on someone, you should be able to drop them before you go down, if you've used your advantages correctly.
Quite frankly, the current state of strafing is laughably ridiculous: I see light HP suits (around 3-400) beating medium (5-800) and high (1000+) HP suits simply because they are dancing around in front of them, using none of their actual advantages of speed or EWar. They just run up as if equally tanked and come out on top, even though they really shouldn't.
That's why strafing should be nerfed.
Alt of Halla Murr. Sentinel.
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Arkena Wyrnspire
Fatal Absolution
20179
|
Posted - 2014.12.14 08:42:00 -
[371] - Quote
Cavani1EE7 wrote: Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff).
Why is this a problem?
Okay, you have your 591 armour Galassault with two armour repairers. Let's compare an equal tier Calassault.
Stick 4 shield extenders and a recharger on there and you have a 631 shield Calassault. HP is a win for the Calassault, let's look at regen.
20 HP/s vs 45 HP/s with 5s delay (which can be reduced using regulators). Even with the 5s delay, the Calassault will comfortably out-regenerate the Galassault if it drops back to recover for a moment.
If you regulate the shields, the regeneration gap becomes even more pronounced.
Why are ferroscales a problem, then?
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Kallas Hallytyr
Skullbreakers
1110
|
Posted - 2014.12.14 08:53:00 -
[372] - Quote
Arkena Wyrnspire wrote:If you regulate the shields, the regeneration gap becomes even more pronounced. Agreed. When shield regeneration is done properly it far outstrips anything armour can achieve. But people are stuck in their HP>All mentality.
Alt of Halla Murr. Sentinel.
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Varoth Drac
Titans of Phoenix
513
|
Posted - 2014.12.14 10:15:00 -
[373] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched. It's not that armour and shields are imbalanced, it's that all hp mods are equally too good. They all need nerfing. What if you reduced hp mod hp by 25% across the board? How about increasing shield extender penalties to discourage stacking. You could add an extender regen penalty as well as the delay penalty, but increase medium and heavy suit base shield regen to compensate. How about a very small ferroscale plate penalty and a slightly larger reactive plate penalty?
Shield and armour may be balanced(ish). But even if they aren't, hp mods are still too powerful compared to alternatives.
Buffing non-hp mods would be an idea also. How about: Move codebreakers to highs, reduce fitting cost. Reduce fitting cost of kinetic catalysers (again). Range amps are a more complex issue, but they just got nerfed to hell. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
734
|
Posted - 2014.12.14 11:32:00 -
[374] - Quote
Cavani1EE7 wrote:Here some reasonable and valid tweaks not involving an armor tanking nerf to make Shield Tanking more viable and to actually be a thing on the battlefield
Threshold damage to stop the regen - amount of damage to be tanken to stop regen = regen rate (hp/s) or a high percentage of it
Shield extenders HP buff and/or Complex Shield Extenders PG 11 > 9
A whatever kind of shield equipment
Scrambler Rifle profile to +15% | -15% from +20% | -20%
The last two are not needed as much as the other two but would still be very efficient to see some shield tankers on the battlefield.
i can get my shield regen to ~160 hp/s
using your idea would make me invincible to most weapons. |
Lorhak Gannarsein
Legio DXIV
4223
|
Posted - 2014.12.14 11:49:00 -
[375] - Quote
DeathwindRising wrote:Cavani1EE7 wrote:Here some reasonable and valid tweaks not involving an armor tanking nerf to make Shield Tanking more viable and to actually be a thing on the battlefield
Threshold damage to stop the regen - amount of damage to be tanken to stop regen = regen rate (hp/s) or a high percentage of it
Shield extenders HP buff and/or Complex Shield Extenders PG 11 > 9
A whatever kind of shield equipment
Scrambler Rifle profile to +15% | -15% from +20% | -20%
The last two are not needed as much as the other two but would still be very efficient to see some shield tankers on the battlefield. i can get my shield regen to ~160 hp/s using your idea would make me invincible to most weapons. Because most weapons deal less than 160 DPS, yes.
Wait, no they don't.
RE: ideas - I've recently picked up CalLogi, and while I like the suit it doesn't really do the job like my armoured suits do. Buffing extenders somehow might help, but really I think the crux of it is that if I want a full shield tank it takes three types of modules; it's difficult to fit a full tank, let alone even pretending to match the performance of armour plates + reppers.
Used to wonder why people'd hang out on the forums but wouldn't play the game...
|
Cat Merc
Fatal Absolution General Tso's Alliance
13815
|
Posted - 2014.12.14 12:15:00 -
[376] - Quote
Cavani1EE7 wrote:CCP Rattati wrote:I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that. Are you saying that you are considering a native strafe nerf on armor suits? CCP Rattati wrote:I want players to use reactives and ferros so they will not be touched. Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff). Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP. 600 armor and 20hp/s vs 640 shields and 52hp/s with a couple of seconds of delay. Clearly armor needs nerfing.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
|
Zaria Min Deir
OSG Planetary Operations Covert Intervention
915
|
Posted - 2014.12.14 12:21:00 -
[377] - Quote
Cavani1EE7 wrote:Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP. So, your supporting evidence for saying armour is better is that shield tankers use armour mods too? Well, how about the fact that a majority of the Gal and Amarr suits out there will have a shield extender (or several) in their highs?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
Cat Merc
Fatal Absolution General Tso's Alliance
13815
|
Posted - 2014.12.14 12:28:00 -
[378] - Quote
Zaria Min Deir wrote:Cavani1EE7 wrote:Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP. So, your supporting evidence for saying armour is better is that shield tankers use armour mods too? Well, how about the fact that a majority of the Gal and Amarr suits out there will have a shield extender (or several) in their highs? Can confirm that all of my Gal Assaults use a minimum of one extender.
You cannot survive otherwise in the land of HMG.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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SponkSponkSponk
WarRavens Capital Punishment.
1117
|
Posted - 2014.12.14 12:35:00 -
[379] - Quote
Zaria Min Deir wrote: So, your supporting evidence for saying armour is better is that shield tankers use armour mods too? Well, how about the fact that a majority of the Gal and Amarr suits out there will have a shield extender (or several) in their highs?
That's due to a lack of resist modules. If resist modules existed, dual tanking would instantly become a niche thing.
Dust/Eve transfers
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
915
|
Posted - 2014.12.14 12:40:00 -
[380] - Quote
SponkSponkSponk wrote:Zaria Min Deir wrote: So, your supporting evidence for saying armour is better is that shield tankers use armour mods too? Well, how about the fact that a majority of the Gal and Amarr suits out there will have a shield extender (or several) in their highs?
That's due to a lack of resist modules. If resist modules existed, dual tanking would instantly become a niche thing. Could be, but lack of resistance modules has nothing to do with one or the other being more viable.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3468
|
Posted - 2014.12.14 12:58:00 -
[381] - Quote
One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly 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!
supercalifragilisticexpialidocious
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Flint Beastgood III
Carbon 7 Iron Oxide.
1052
|
Posted - 2014.12.14 12:59:00 -
[382] - Quote
Jebus McKing wrote: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. CCP Rattati wrote: * Stacking Hit Point Modules I'd still prefer to buff the other modules instead of penalizing HP stacking.
Mhmm, TTK taking another hit by the looks of it... goodbye newbros!
It's looking (to me) like all dropsuits are gonna need a HP buff - the best way to encourage use of other modules (rather than stacking HP mods to overcome short TTK).
Yep
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Cat Merc
Fatal Absolution General Tso's Alliance
13816
|
Posted - 2014.12.14 13:19:00 -
[383] - Quote
BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly 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! Interesting proposition.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vitantur Nothus
Nos Nothi
1165
|
Posted - 2014.12.14 13:28:00 -
[384] - Quote
Flint Beastgood III wrote: It's looking (to me) like all dropsuits are gonna need a HP buff - the best way to encourage use of other modules (rather than stacking HP mods to overcome short TTK).
Folks won't touch non-HP modules until they "add value" on par with HP modules. Utility can be equalized only by buffing non-HP modules, nerfing HP modules, or by increasing the penalties of stacking HP modules.
More HP is not the solution to King HP. |
Vitantur Nothus
Nos Nothi
1166
|
Posted - 2014.12.14 13:34:00 -
[385] - Quote
Funkmaster Whale wrote:I'm honestly baffled that nerfing strafe speeds is something that's on the table. Effective strafing is the only way a low HP suit can outplay brick-tanked Sentinels. Last I checked this was an FPS not a turn-based RPG. You seriously want to make the game more slow paced and ultimately easier for HMGs and laser-accurate Breach ARs?
I just don't know anymore. I've stuck with this game a long time. Nerfing movement speed is just something that makes me entirely lose faith. Is gyrating-in-place an FPS staple? I've played lots of shooters, and I haven't encountered wiggle-wiggling anywhere but here. Here's an example of strafe and counter-strafe as deliberate lateral movements: https://www.youtube.com/watch?v=O2SlbYkzAGo
^ Note the distinct lack of gyrating-in-place. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3469
|
Posted - 2014.12.14 14:07:00 -
[386] - Quote
Vitantur Nothus wrote:Funkmaster Whale wrote:I'm honestly baffled that nerfing strafe speeds is something that's on the table. Effective strafing is the only way a low HP suit can outplay brick-tanked Sentinels. Last I checked this was an FPS not a turn-based RPG. You seriously want to make the game more slow paced and ultimately easier for HMGs and laser-accurate Breach ARs?
I just don't know anymore. I've stuck with this game a long time. Nerfing movement speed is just something that makes me entirely lose faith. With respect, is gyrating-in-place an FPS staple? I've played lots of shooters, and I haven't encountered wiggle-wiggling anywhere but here. Here's an example of strafe and counter-strafe as deliberate lateral movements: https://www.youtube.com/watch?v=O2SlbYkzAGo^ Note the distinct lack of gyrating-in-place.
Edit: Wiggle-wiggling has less to do with strafe speed than movement mechanics. The "right way" to fix wiggle-wiggling would involve changes to inertia or acceleration. These seem to be non-options ... but that doesn't mean we can ignore the issue.
Notice how when he move side to side his character slows down, instead of changing directions instantly. That is th only problem with strafing in dust. Strafing is a nice fps mechanic, but you need the proper physics for it which dust lacks. Because of that we have to fix strafing by some means, the alternative being the speed.
supercalifragilisticexpialidocious
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Vitantur Nothus
Nos Nothi
1168
|
Posted - 2014.12.14 14:09:00 -
[387] - Quote
BL4CKST4R wrote: Notice how when he move side to side his character slows down, instead of changing directions instantly. That is th only problem with strafing in dust. Strafing is a nice fps mechanic, but you need the proper physics for it which dust lacks. Because of that we have to fix strafing by some means, the alternative being the speed.
Yes! Inertia is the key! You'd think our Unreal Engine would have inertia parameters buried somewhere. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3470
|
Posted - 2014.12.14 14:13:00 -
[388] - Quote
Vitantur Nothus wrote:BL4CKST4R wrote: Notice how when he move side to side his character slows down, instead of changing directions instantly. That is th only problem with strafing in dust. Strafing is a nice fps mechanic, but you need the proper physics for it which dust lacks. Because of that we have to fix strafing by some means, the alternative being the speed.
Yes! Inertia is the key! You'd think our Unreal Engine would have inertia parameters buried somewhere.
Well tanks have them, you cant put a tank in full reverse without slowing down first.
supercalifragilisticexpialidocious
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Kallas Hallytyr
Skullbreakers
1115
|
Posted - 2014.12.14 14:29:00 -
[389] - Quote
BL4CKST4R wrote:Vitantur Nothus wrote:BL4CKST4R wrote: Notice how when he move side to side his character slows down, instead of changing directions instantly. That is th only problem with strafing in dust. Strafing is a nice fps mechanic, but you need the proper physics for it which dust lacks. Because of that we have to fix strafing by some means, the alternative being the speed.
Yes! Inertia is the key! You'd think our Unreal Engine would have inertia parameters buried somewhere. Well tanks have them, you cant put a tank in full reverse without slowing down first. We had inertia on dropsuits in Beta. I believe it's just dialed down to minimum. Inertia is vastly preferable to nerfing strafe either directly or indirectly, but if inertia is incompatible for whatever reason then strafe should be nerfed hard to compensate.
Alt of Halla Murr. Sentinel.
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Drake Whiteblade
machines of war
0
|
Posted - 2014.12.14 16:15:00 -
[390] - Quote
What you should do is leave the regular heavy and commando suit the way they are now, and turn the sentinels into something of a small tank (lot more armor and shield, resistance etc.). Give them a special armor glass "Sentinel armor plates and repairers" and give these armor plates and rep their own skill tree in the armors branch. Also, because the regular heavy suits would use HMG and Forge guns, give them a special weapon (maybe a stronger HMG of something along the lines) and remove their side arm slot. They would be the ultimate anti-infantry unit. I might sound like i want an unkillabe suit for myself, but in order to balance it out i came up with this. Make them so the sentinels move at less then half the speed they do now and make them unable to use vehicles and cant spawn at dropuplinks or CRU and are force to walk from mcc. And give them a bigger frame (not too big so they can still run inside buildings) and give them a large hit box so that they are hard to miss and cant strafe because they are slow. And weapons shouls still work on them but to a lesser ability, so you would have to use an antivehicle weapon. Giving swarm launchers the ability to lock and fire at these sentinels would be great, and maybe add a new weapon or two to fight them. In aditions these heavy should be strong enough to destroy an lav and stand against a tank or hav. By stand against i mean be able to do some damage to them and take a few shot from them, but i do not mean they should be able to take out a tank on their own. With 2 more of these sentinels yes but not alone. It would be a team effort to take down a sentinel, and you shouls give extra warpoints for killing a sentinel. And when buying a sentinel they would cost a great amount of money. The proto sentinel would cost the same as a hav, if not even more. I dont know how others would think about this, so ill gladly read your feedbacks on this. |
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501st Headstrong
Capital Acquisitions LLC General Tso's Alliance
775
|
Posted - 2014.12.14 17:06:00 -
[391] - Quote
Why are people hating on strafing, a unique mechanic to Dust. I do not like Call of Duty style everyone hopping around corners and straight-up combat thank you. I played an hour of Black Ops 2 yesterday and it made me thankful for some many other features Dust has, such as a decent community for one thing
Ace Boone's Son/ Danizzle's Friend/ OG GAM4LIfe
"Are you a boy or girl?" -Most asked question in Dust
Waiting for SWBF
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punksnowmash
The Hundred Acre Hood RISE of LEGION
35
|
Posted - 2014.12.14 17:21:00 -
[392] - Quote
Drake Whiteblade wrote:What you should do is leave the regular heavy and commando suit the way they are now, and turn the sentinels into something of a small tank (lot more armor and shield, resistance etc.). Give them a special armor glass "Sentinel armor plates and repairers" and give these armor plates and rep their own skill tree in the armors branch. Also, because the regular heavy suits would use HMG and Forge guns, give them a special weapon (maybe a stronger HMG of something along the lines) and remove their side arm slot. They would be the ultimate anti-infantry unit. I might sound like i want an unkillabe suit for myself, but in order to balance it out i came up with this. Make them so the sentinels move at less then half the speed they do now and make them unable to use vehicles and cant spawn at dropuplinks or CRU and are force to walk from mcc. And give them a bigger frame (not too big so they can still run inside buildings) and give them a large hit box so that they are hard to miss and cant strafe because they are slow. And weapons shouls still work on them but to a lesser ability, so you would have to use an antivehicle weapon. Giving swarm launchers the ability to lock and fire at these sentinels would be great, and maybe add a new weapon or two to fight them. In aditions these heavy should be strong enough to destroy an lav and stand against a tank or hav. By stand against i mean be able to do some damage to them and take a few shot from them, but i do not mean they should be able to take out a tank on their own. With 2 more of these sentinels yes but not alone. It would be a team effort to take down a sentinel, and you shouls give extra warpoints for killing a sentinel. And when buying a sentinel they would cost a great amount of money. The proto sentinel would cost the same as a hav, if not even more. I dont know how others would think about this, so ill gladly read your feedbacks on this.
I'm sorry, what? |
Alena Ventrallis
Vengeance Unbound
2271
|
Posted - 2014.12.14 17:53:00 -
[393] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched. Part of the reason armor is more viable is its more reliable than shield is. Consider this: An AR can stop shield regen from 100m away. All it takes is one damage and the regen is halted. Adding in a damage threshold, perhaps 4-6 damage, would allow shields to be more viable since you'd actually have to be doing appreciable damage in order to stop the regen.
Also consider this: Shield tanking is disproportionally taxing on pg. A complex extender costs 11 pg, while a complex plate costs 12 pg. In addition, the extender costs 54 CPU, and the plate costs 30 CPU. I would recommend reducing Complex extender pg usage to 8-9 pg. this will help shield tanks fit better, meaning they can increase their TTK/have better modules all without directly touching their numbers.
After that, I'd say run metrics. If need be, give shields a SMALL increase to health, but instead of dragging armor to being useless like shields, why not buff shields to be as useful as armor?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Funkmaster Whale
Whale Pod
2629
|
Posted - 2014.12.14 18:21:00 -
[394] - Quote
Can someone please give a video example of this so-called "wiggle-wiggle" that so many people are complaining about? Because I can provide dozens of examples from my stream of people trying to strafe to dodge and me still having no issues whatsoever in killing them. I have played this game for almost 2 years and I have never had an issue with not being able to hit someone that's strafing. I simply don't understand where this is coming from. In all honesty I think it's just terribad players whining that they don't know how to target track.
Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it. Target tracking and movement are core staples of an FPS, and if Rattati really wants to make it easier for brick-tanked Sentinels that can't aim then frankly this game isn't for me. I honestly believed in a lot of what Rattati is trying to do, but him listening to people crying about strafing because they can't aim really just makes me shake my head.
Whatever, if he really decides to nerf movement speed because of whiny players that can't target track when this game already has one of the worst, clunkiest movement of any FPS then by all means. You won't see me around. I can't trust a Dev like that.
Follow me on Twitch.tv!
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Flint Beastgood III
Carbon 7 Iron Oxide.
1052
|
Posted - 2014.12.14 19:39:00 -
[395] - Quote
Spkr4theDead wrote: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.
^ This. Just like hives.
Yep
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Vitantur Nothus
Nos Nothi
1183
|
Posted - 2014.12.14 20:17:00 -
[396] - Quote
Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGo
Not one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place".
Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxM
Here, one of the best players in the game discusses strafe techniques. Notice the date of the video; this tutorial predates the introduction of wiggle-wiggle. Notice how Regnum never once says, "now what we really need is a mechanic which let's use rapidly wiggle while standing more-or-less in place." |
ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3315
|
Posted - 2014.12.14 21:19:00 -
[397] - Quote
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 is actually a great idea, +1. It also allows Caldari and Shield Minmatars a chance at real role differentiation.
Caldari would naturally focus on higher shield ehp with so many high slots while min would look for a balanced setup with moderate buffer and higher shield regen.
Although there are a few design decisions that come to mind right away.
First... should armor compete to have reps and plates in the same slot while extenders and rechargers occupy opposite slots?
Also, its hard to really try to analogue with eve on this without active regen mods and resistance mods. In some ways you can reach the same conclusion (EHP) by stacking buffer in Dust and resistance mods in EVE, but there is still quite a bit of difference mathematically between the two.
Without making things too crazy, a first step in this kind of process could be to leave rechargers where they are, providing a finite regen similar to armor reps while regulators could decrease the regen interval. The trade off for shields having lower ehp than armor plates could be regulators if properly balanced. In this way both regs and rechargers contribute to regen tanking for a balanced setup that allows for both high and low slot utility mods as well. |
Funkmaster Whale
Whale Pod
2636
|
Posted - 2014.12.14 21:32:00 -
[398] - Quote
Vitantur Nothus wrote:Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGoNot one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place". Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxMHere, one of the best players in the game discusses strafe techniques. Notice how the characters move deliberately and free of spasm or gyration. Notice the date of the video; this tutorial predates the introduction of the mindless wiggle-wiggle. Notice how Regnum never once says, "but what we really need from Wolfman is the ability to rapidly wiggle while standing in place; this way we can 'strafe' free from the burden of thought or deliberate effort." What in the hell are you even talking about?
I asked you to demonstrate the exact thing your complaining about and you link me a video to a completely different game. Then you link me Reg's video from Chromosome that was taken before we had strafe speed reductions in like 1.3 or 1.4 or whatever. I play with Regnyum regularly and I can tell you he would likely spit at the thought of nerfing strafe speeds because scrubs are crying about not being able to track their target. You've done absolutely nothing to prove a point.
Oh and here's a link for you to the Halo forums in case you've forgotten what game you're playing.
Again, show me a video of this supposed "wiggle" strafing that people are crying about and want nerfed. From DUST 514 this time.
Follow me on Twitch.tv!
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Sir Dukey
Murphys-Law General Tso's Alliance
1316
|
Posted - 2014.12.14 23:21:00 -
[399] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched.
leave it up to the players whether they want twice the HP of a shield plate for the price of one slot and some speed or no speed penalty and about same HP as shield extender
Acquire Currency, Disregard Female Canis lupus familiaris
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
|
Posted - 2014.12.14 23:29:00 -
[400] - Quote
Arkena Wyrnspire wrote:Cavani1EE7 wrote: Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff).
Why is this a problem? Okay, you have your 591 armour Galassault with two armour repairers. Let's compare an equal tier Calassault. Stick 4 shield extenders and a recharger on there and you have a 631 shield Calassault. HP is a win for the Calassault, let's look at regen. 20 HP/s vs 45 HP/s with 5s delay (which can be reduced using regulators). Even with the 5s delay, the Calassault will comfortably out-regenerate the Galassault if it drops back to recover for a moment. If you regulate the shields, the regeneration gap becomes even more pronounced. Why are ferroscales a problem, then? Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and tge cal with greater left and right speed (or acceleration). |
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Fox Gaden
Immortal Guides Learning Alliance
5406
|
Posted - 2014.12.14 23:32:00 -
[401] - Quote
I want to be able to wait until I am 1m from the ground before activating my Inertial Dampeners, so that my enemies are not warned that I am coming even before I hit the ground.
I want the ability to choose not to activate my Inertial Dampeners and accept the resulting loss of shields in order to avoid announcing my arrival to every enemy in the area.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
|
Posted - 2014.12.14 23:38:00 -
[402] - Quote
Cat Merc wrote:May I suggest reducing the rate at which HMG's lose heat? Not the heat per shot (Though that needs to be increased), but rather how quickly the HMG losses the heat it gained? Cool down time |
Vitantur Nothus
Nos Nothi
1189
|
Posted - 2014.12.15 01:26:00 -
[403] - Quote
Funkmaster Whale wrote:Vitantur Nothus wrote:Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGoNot one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place". Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxMHere, one of the best players in the game discusses strafe techniques. Notice how the characters move deliberately and free of spasm or gyration. Notice the date of the video; this tutorial predates the introduction of the mindless wiggle-wiggle. Notice how Regnum never once says, "but what we really need from Wolfman is the ability to rapidly wiggle while standing in place; this way we can 'strafe' free from the burden of thought or deliberate effort." What in the hell are you even talking about? I asked you to demonstrate the exact thing your complaining about and you link me a video to a completely different game. Then you link me Reg's video from Chromosome that was taken before we had strafe speed reductions in like 1.3 or 1.4 or whatever. I play with Regnyum regularly and I can tell you he would likely spit at the thought of nerfing strafe speeds because scrubs are crying about not being able to track their target. You've done absolutely nothing to prove a point. Oh and here's a link for you to the Halo forums in case you've forgotten what game you're playing. Again, show me a video of this supposed "wiggle" strafing that people are crying about and want nerfed. From DUST 514 this time.
The videos weren't intended to prove anything, cupcake. They were intended to demonstrate strafing as deliberate movement in response to calculated input. Jostling a control stick or rapidly tapping ADAD isn't strafing, and it should accomplish little else apart from looking stupid. |
Arkena Wyrnspire
Fatal Absolution
20206
|
Posted - 2014.12.15 10:51:00 -
[404] - Quote
Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener
The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault.
The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about?
Quote: I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and the cal with greater left and right speed (or acceleration).
A shield tank can fit kincats without compromising their tank. They can fit a full shield tank and use kincats as well. An armour tank does not outpace them.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
|
Posted - 2014.12.15 11:38:00 -
[405] - Quote
Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? Quote: I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and the cal with greater left and right speed (or acceleration).
A shield tank can fit kincats without compromising their tank. They can fit a full shield tank and use kincats as well. An armour tank does not outpace them. I'm assuming you're talking about a caldari assault here, and I'm talking about a cal assault taking 129 seconds to recover his armour while it takes a gal assault 20 seconds to regen his shields.
And you would need to sacrifice HP to fit kincats on your cal assault (i.e a complex shield to an enhanced shield) because the PG is extremely tight, or downgrade your sidearm, grenade and/or equipment to do so.
These modules on a cal assault would only be trying to fit a pseudo scout role which is ultimately futile. Kinetic Catalysers Cardiac Regulators Codebreakers Range Amplifiers Profile Dampener
with maybe the exception of the kincat which is actually worth fitting on an assault.
But it does seem balanced to me overall, I'd maybe like to see the gal/amarr shield delay and shield regen reduced and given more innate reps, or have reactives give more reps and/or halving the movement penalty. |
Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 16:12:00 -
[406] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players. Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
And there is the fallacy of your data. I'm assuming you are looking at text dumps of what weapon killed whom from the killfeed that we have in the game. What that shows is ONLY who got the killing blow!!! It does NOT show who did the work of getting rid of the shield (ie. your assumed reason no one used ASCR because they will remove the hell outa shields, but the HMG guy or the combat rifle guy will then receive the kill as they all concentrate fire on the same target). So you end up with the "wrong" impression that ASCRs are not powerful and thus need a bump in power... WRONG!!!! Get a controller with a rapid fire trigger button, get an ASCR, you will find that not only is the aim better on sustained fire, but the heat buildup is slower and you will put more DPS downrange than anyone else. You will also find that you won't get a lot of the kills (but you will get tons of assists) as the combat rifles and HMGs play cleanup.
So basically my question is, are you really interpreting the data correctly? Do you get the whole picture of everyone who does damage on a target? Not just who got the final blow? Maybe do a look at the data of what weapons do the most damage to targets (not just what weapons get the kills). Then maybe a different picture is painted.
|
Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 16:29:00 -
[407] - Quote
HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3478
|
Posted - 2014.12.15 16:54:00 -
[408] - Quote
Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101.
Ratatti said he wasn't going to nerf armor , at least not with the proposed nerf
supercalifragilisticexpialidocious
|
iWanderer
PT-BR
27
|
Posted - 2014.12.15 16:54:00 -
[409] - Quote
Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101.
I have mentioned this before. If this were our universe, armor makes you slower, more heavy (done) and shields make you more electronically visible or more power consuming. The duality of the most opposing forces, Gallente and Caldari should always be seen with caution. So for now, armor plates make you have more hp but more heavy, more slower, and once suggested worse profile.
Balance is about leveling things up, not changing only one. Balance armor versus shields, per suit, per tier, per race all combined to achieve balance. I made a sheet once when the armor reps where given to all suits. It showed many factors combined per suit per race. https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/view This is not updated but you can get the general idea of desired balance at the time. Factor in armor plates and shields and work out the balance. I don-¦t have the time at the moment. Note, the sheet does not contemplate the speed penalty for armor that does not exist for shields...
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Vitantur Nothus
Nos Nothi
1192
|
Posted - 2014.12.15 17:17:00 -
[410] - Quote
iWanderer wrote:Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101. I have mentioned this before. If this were our universe, armor makes you slower, more heavy (done) and shields make you more electronically visible or more power consuming. The duality of the most opposing forces, Gallente and Caldari should always be seen with caution. So for now, armor plates make you have more hp but more heavy, more slower, and once suggested worse profile. Balance is about leveling things up, not changing only one. Balance armor versus shields, per suit, per tier, per race all combined to achieve balance. I made a sheet once when the armor reps where given to all suits. It showed many factors combined per suit per race. https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/viewThis is not updated but you can get the general idea of desired balance at the time. Factor in armor plates and shields and work out the balance. I don-¦t have the time at the moment. Note, the sheet does not contemplate the speed penalty for armor that does not exist for shields...
If we're counter-balancing for the sake of balance, we must account for the fact that Speed and Signature Profile are not equally weighted. Speed is a drawback which is universally felt and appreciated. Signature Profile only matters to those who are trying to dampen. |
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Joel II X
Bacon with a bottle of Quafe
5087
|
Posted - 2014.12.16 02:53:00 -
[411] - Quote
If armor modules give less health, they should also be less "heavy" and not slow us down as much as they do now, since they have less mass. Actually, being slow and having intermediate health, would probably change the meta a bit TOO much. Just saying. |
Joel II X
Bacon with a bottle of Quafe
5087
|
Posted - 2014.12.16 03:05:00 -
[412] - Quote
Tesfa Alem wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster. Infantry weapons that do need a bit more love: - Ion Pistol - Normal AR - Lazer Rifle - Scrambler Pistol Bolt pistol still needs to be looked at. - Kalikiota Bolt Pistol does 251 damage per shot - Kalikiota Sniper Rifle does 221 damage per shot - Ishikune Sniper rifle does 250 damage per shot If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle? It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip. Only thing the Ion and ScP need is better hit detection. |
Ydubbs81 RND
Ahrendee Mercenaries
3576
|
Posted - 2014.12.16 04:54:00 -
[413] - Quote
Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about?
A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods.
What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor?
> Check RND out here
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Cavani1EE7
Murphys-Law
605
|
Posted - 2014.12.16 16:32:00 -
[414] - Quote
Ydubbs81 RND wrote:Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods. What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor?
And also in gunfights: Zero delay - unstoppable regen at 23-30hp/s >>> Two-five seconds of delay--50hp/s regen that stops with any taken damage
They say Assaults are balanced between each other. They are Minmatar and Amarr Assaults.
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hold that
Krusual Covert Operators Minmatar Republic
490
|
Posted - 2014.12.16 21:00:00 -
[415] - Quote
Orber Gen wrote:CCP Rattati wrote: Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Thx bro, u just announced FOTM TAC AR 514, I believe that u don't know, but TAC AR allows u to shoot triple shot on a moded controller, with 18 bullets (2-3 seconds) heavy is always going down... with 30 - we have new Gal tactical shootgun. Anyway, thx - I know what I'll spec into Welcome back to old days of TAR 514. yeah gotta agree, let's try 20 - 22 a clip first
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BLACK MASK D
The Exemplars RISE of LEGION
41
|
Posted - 2014.12.16 22:33:00 -
[416] - Quote
when is this update dropping |
Cavani1EE7
Murphys-Law
607
|
Posted - 2014.12.16 22:36:00 -
[417] - Quote
BLACK MASK D wrote:when is this update dropping inb4SoonGäó
"Balance" is a mythical word
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Ydubbs81 RND
Ahrendee Mercenaries
3582
|
Posted - 2014.12.21 04:55:00 -
[418] - Quote
Cavani1EE7 wrote:Ydubbs81 RND wrote:Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods. What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor? And also in gunfights: Zero delay - unstoppable regen at 23-30hp/s >>> Two-five seconds of delay--50hp/s regen that stops with any taken damage
I'm going to rock your signature as a form of protest
Shield tanking is hard mode /period.
> Check RND out here
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Kallas Hallytyr
Skullbreakers
1183
|
Posted - 2014.12.21 13:11:00 -
[419] - Quote
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.
Alt of Halla Murr. Sentinel.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
376
|
Posted - 2014.12.21 21:36:00 -
[420] - 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.
+1 |
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
609
|
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
|
CHET CHEWS
Murphys-Law General Tso's Alliance
9
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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