Pages: [1] 2 3 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 17 post(s) |
|
CCP Rattati
C C P C C P Alliance
13746
|
Posted - 2014.12.17 09:32:00 -
[1] - Quote
The following balance tweaks were extracted from the feedback thread about Hotfix Echo and will be included in a TQ Hotfix today. The remaining issues will be deferred into the next Hotfix, whether that's named or not.
The details can be found in the following spreadsheet.
Hotfix 1.10.2
Thanks for the feedback!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Funkmaster Whale
Whale Pod
2681
|
Posted - 2014.12.17 09:34:00 -
[2] - Quote
reserved
Follow me on Twitch.tv!
|
Macchi00
LORD-BRITISH Couedic Lancer And Shields
133
|
Posted - 2014.12.17 10:53:00 -
[3] - Quote
HMG heat increased
I would like to thank this change. Their joint warfare capability was threat.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
|
iKILLu osborne
Titans of Phoenix
532
|
Posted - 2014.12.17 11:04:00 -
[4] - Quote
having trouble loading google docs, what is the damage profile for packed remote explosives and activation time?
if you shoot me from the redline i will ensure your death will be a swift one
|
Kain Spero
Goonfeet
3973
|
Posted - 2014.12.17 11:24:00 -
[5] - Quote
iKILLu osborne wrote:having trouble loading google docs, what is the damage profile for packed remote explosives and activation time?
1625 / 1950 / 2275
All have 3 second activation times and a 0.1 blast radius.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Sinboto Simmons
Murphys-Law General Tso's Alliance
6948
|
Posted - 2014.12.17 12:54:00 -
[6] - Quote
*Blink*
that was fast, check those new REs when I get back.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
|
Al the destroyer
NECROM0NGERS
213
|
Posted - 2014.12.17 12:59:00 -
[7] - Quote
All these changes look good I'm excited to try those new packed remotes, tank go BOOM |
Derrith Erador
Fatal Absolution
3200
|
Posted - 2014.12.17 13:03:00 -
[8] - Quote
Are those RE's activation delay started once they're thrown, or once they're on the ground?
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1419
|
Posted - 2014.12.17 13:11:00 -
[9] - Quote
Y u decreasing Scrambler Clip size?
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
|
Vitantur Nothus
Nos Nothi
1246
|
Posted - 2014.12.17 13:21:00 -
[10] - Quote
Zindorak wrote:Y u decreasing Scrambler Clip size? Normalizing damage per clip. |
|
Cavani1EE7
Murphys-Law
613
|
Posted - 2014.12.17 13:24:00 -
[11] - Quote
Vitantur Nothus wrote:Zindorak wrote:Y u decreasing Scrambler Clip size? Normalizing damage per clip. derp
EDIT: Let's put dat Burst AR on my CalAssault
"Balance" is a mythical word
|
Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
136
|
Posted - 2014.12.17 13:36:00 -
[12] - Quote
good stuff ccp!
Amarr Victor
|
Tesfa Alem
Death by Disassociation
630
|
Posted - 2014.12.17 13:39:00 -
[13] - Quote
Cross pollinating with my future ASCR proposal here.
My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles.
If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor
The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor.
The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely.
I know this isnt the full balancing pass, but just giving you a heads up.
Redline for Thee, but no Redline for Me.
|
Cavani1EE7
Murphys-Law
613
|
Posted - 2014.12.17 13:46:00 -
[14] - Quote
Tesfa Alem wrote:Cross pollinating with my future ASCR proposal here.My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles. If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor. The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely. I know this isnt the full balancing pass, but just giving you a heads up. Why are you comparing a +20% | -20% damage profile weapon to a -10% | +10% expecting them to have the same DPS respectively on armor and on shields?
"Balance" is a mythical word
|
Fox Gaden
Immortal Guides Learning Alliance
5457
|
Posted - 2014.12.17 13:56:00 -
[15] - Quote
Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing head on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
|
CCP Rattati
C C P C C P Alliance
13752
|
Posted - 2014.12.17 14:24:00 -
[16] - Quote
Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon.
HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
pagl1u M
Dead Man's Game RUST415
1119
|
Posted - 2014.12.17 14:39:00 -
[17] - Quote
Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. If HMG is a suppression weapon I am a koala
One of the few assaults you'll find in a PC match!
|
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3483
|
Posted - 2014.12.17 14:50:00 -
[18] - Quote
CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible.
Hmg is anything but forgiving
supercalifragilisticexpialidocious
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1404
|
Posted - 2014.12.17 14:53:00 -
[19] - Quote
Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
316
|
Posted - 2014.12.17 15:03:00 -
[20] - Quote
Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate.
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
|
|
Fox Gaden
Immortal Guides Learning Alliance
5457
|
Posted - 2014.12.17 15:12:00 -
[21] - Quote
CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. I did not skill into the HMG until Uprising 1.3, so I had not realized that spooling had been tried in the past. If you say you have tried the HMG with a spooling function and it was terrible, then I am inclined to believe you.
Anyway, lets see how this heat change plays out, since it is implemented now. At least it will make the HMG more of a player skill based weapon.
If the HMG stays this way it would be interesting some day to introduce a Sentinel variant suit that has a Heat Buildup bonus, but no resist bonuses. More of a glass cannon variant. Easier but weaker.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
KingBabar
The Rainbow Effect
2698
|
Posted - 2014.12.17 15:13:00 -
[22] - Quote
All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off.
Spkr4theDead wrote:
Says the guy that was quitting the game because CCP were nerfing fused locus grenades.
|
Jack 3enimble
Titans of Phoenix
628
|
Posted - 2014.12.17 15:20:00 -
[23] - Quote
Cavani1EE7 wrote:Tesfa Alem wrote:Cross pollinating with my future ASCR proposal here.My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles. If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor. The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely. I know this isnt the full balancing pass, but just giving you a heads up. Why are you comparing a +20% | -20% damage profile weapon to a -10% | +10% expecting them to have the same DPS respectively on armor and on shields? EDIT: Also those numbers are way off. The proto RR has a 357.92 DPS againts shields and a cumulative DPS of 397. The current AScR DPS is at 420.59 and it has a 336 DPS againts armor due to its damage profile (it does 504.7 DPS on shields indeed). Intended.
I know right. Just some more rail QQ
Dealing justice with a swift punch in the balls, now in battles near you!
Lord of the Links
|
Ripley Riley
Incorruptibles
5648
|
Posted - 2014.12.17 15:23:00 -
[24] - Quote
CCP Rattati wrote:And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. You know the spooling mechanic is used in one of the most successful F2P FPS to date, right? (Team Fortress 2)
It's a good mechanic. Really.
My advice to you, playa...
|
Dingleburt Bangledack
340
|
Posted - 2014.12.17 15:33:00 -
[25] - Quote
KingBabar wrote:... My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply. ... The ScR's magazine went from 45 to 30 and it's total ammo went from 225 to 210. It only lost a total of 30 rounds so you should still be fine with a scanner. (Atleast I will, having my ScR Ammo skill at Lvl 4 )
The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either. |
|
CCP Rattati
C C P C C P Alliance
13760
|
Posted - 2014.12.17 15:54:00 -
[26] - Quote
Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough.
not forward speed, just strafe
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
13760
|
Posted - 2014.12.17 15:57:00 -
[27] - Quote
KingBabar wrote:All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off.
I am hoping this will help a little with the super trigger spammy scr cqc usage (that I am guilty of like anyone else) and make players conserve their ammo a little bit more. Try it and see if it pans out. One idea that's floating out there is to create ammo modules.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
13771
|
Posted - 2014.12.17 15:59:00 -
[28] - Quote
Dingleburt Bangledack wrote:KingBabar wrote:... My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply. ... The ScR's magazine went from 45 to 30 and it's total ammo went from 225 to 210. It only lost a total of 30 rounds so you should still be fine with a scanner. (Atleast I will, having my ScR Ammo skill at Lvl 4 ) The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either.
It was an error, why should that, the only weapon have 12 clips to ammo ratio, where everyone else had 5-6-7. It was inheriting the 300 ammo from the Assault Rifle so was fixed, not a specific nerf in that sense. It should have been even lower with 18 in the clip, so was actually buffed with the increase to 24.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
13771
|
Posted - 2014.12.17 16:00:00 -
[29] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving
If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
323
|
Posted - 2014.12.17 16:01:00 -
[30] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe So, if I move in diagonals instead of just hard right to left, am I still effected by the penalty?
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
|
|
|
|
|
Pages: [1] 2 3 4 5 6 :: one page |
First page | Previous page | Next page | Last page |