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Thread Statistics | Show CCP posts - 32 post(s) |
Baal Omniscient
Qualified Scrub
2186
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Posted - 2015.03.05 10:46:00 -
[1] - Quote
Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_-
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Baal Omniscient
Qualified Scrub
2186
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Posted - 2015.03.05 12:18:00 -
[2] - Quote
Greiv Rabbah wrote:Baal Omniscient wrote:Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_- Baal how could you?! Besides, sentinels have been stealth kill proof for awhile. We need this, let us have it. CCP rattati while were talking about realism, why does the guy who layers on 3 sets of armor turn as quick as thevgiy who has no armor and does have biotic upgrades? Turn speed for heavies is an issue, backpedaling speed was not. Scouts could already walk forward faster than other suits could backpedal, and if you have been seen as a scout then you f'd up.
In short, it's not the fault of non-OHK weapon users that so many people using ganking weapons decide to rush from the front or decide not to work from cover to cover, but you are now punishing them for it anyway.
Once again, thanks for the totally unnecessary buff to OHK weapons.
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Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.06 01:57:00 -
[3] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes. I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling My posts are based on my experience as an LAV driver, they will OBJECTIVELY be easier to kill due to the changes I mentioned. You don't cut their individual health pools by half, keep the slot layout the same, only buff their fitting to the point that they can only BARELY get to the numbers of their primary non-hardened health pools pre-Echo, and then buff AV grenades of not come to that conclusion. I don't believe it needs a crystal ball to say that running a fitted LAV post-Echo is going to be markedly more difficult. But hey, at least my new Methana can use a Complex Scanner with an Advanced Railgun now, right? We'll see how it plays out. If you stay close enough to your targets to get hit by 3 AV grenades, you shouldn't be bragging about speccing them. LAVs are highly mobile for a reason. All of your turrets have plenty of range and the blaster turret is going to annihilate infantry come Echo. And yes, they ARE a problem currently - Death Taxi heavies in cheap/BPO unfitted LAVs.
Nuff said. *drops mic*
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Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.06 02:04:00 -
[4] - Quote
Pokey Dravon wrote:Doc DDD wrote: Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
I fear you might be misreading something there. From what I gathered, both armor and shield will now resist 40% damage, the only difference being shield hardeners last shorter and cool down slightly slower (same as it was before) so they are for all intensive purposes, inferior. Though I wouldn't say 50% difference..but regardless Just throwing this out there but if we assume both will be 40%....is anyone really against just making them have the same duration/cooldown too? I believe the original reasoning behind this was because shield tanks can speed away faster and kite around structures better, thus being able to make better use of cover.
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Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.07 13:42:00 -
[5] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them It would also mean AV players would have to resupply at them, making supply depots an even bigger 'kkill at the start of the match' target. No, afraid grenades need to stay resupplyable from hives
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Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.07 15:56:00 -
[6] - Quote
I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.07 21:44:00 -
[7] - Quote
Fizzer XCIV wrote:Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets. That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really. allow me to rephrase that then. The problem of explosives being useless will be exasperated by the changes to these modules. That said, I'm all for a radius buff
One quick question though: will the modules effect only regular jumps, or will jumping while out of stamina be increased as well?
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.07 22:03:00 -
[8] - Quote
Also... I would hav preferred instead of a damage buff the PLCs damage increased the further the round flew. Would make ranged shots more rewarding while encouraging people to use it for more than a single shot ranged Shotty with splash. Would also make it more effective against dropships if you can land the shot. I know lorewise it doesn't make sense, but it would make it soooo much more fun to use not that it isn't already a 'blast' (hur hur), but still.
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.10 06:13:00 -
[9] - Quote
DeathwindRising wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. 50? Does that mean a tact ar could stop shield regen? That's a bit much TAC AR has less efficacy against vehicles than the AHMG, so it's not nearly the same thing.
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.11 00:49:00 -
[10] - Quote
Kaeru Nayiri wrote:
Many shield vehicles would suffer at long range from Blaster installations if the shield threshold is brought down too low. If anything, up the damage of the AHMG would be my suggestion. OR accept that they must not be able to break the shield regen and use homing flux grenades. Both seem interesting.
My assault suit's regen is broken by an SMG from half a mile away, as long as that persists I have no issues with shields on vehicles losing regen from one of the few things in the game that can damage them.
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