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Thread Statistics | Show CCP posts - 32 post(s) |
Cat Merc
Negative-Feedback. Negative-Feedback
15391
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Posted - 2015.03.05 13:53:00 -
[1] - Quote
I am completely seeing the Assault Scrambler Rifles being the de-facto gun past Echo. The heat isn't enough of a problem to warrant such a massive bump in DPS/Range ratio.
Second highest range, fastest reload, relatively tight hip fire, great ammo economy, the only red dot sight on an assault variant, the list of things that are working for it just keep going. Buffing by 15% is a mistake and I see it backfiring very fast.
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Cat Merc
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15391
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Posted - 2015.03.05 13:56:00 -
[2] - Quote
I also see the increased hive carry amount nullifying some of the Logi's importance. I would say nerf them like the Uplinks, but give Logis a bonus to return them to their previous state.
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Cat Merc
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15391
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Posted - 2015.03.05 14:15:00 -
[3] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here.
You should remember what you said a long time ago, the players are good at predicting the effect of changes
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Cat Merc
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15392
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Posted - 2015.03.05 14:29:00 -
[4] - Quote
Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina.
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Cat Merc
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15395
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Posted - 2015.03.05 15:28:00 -
[5] - Quote
Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg?
All for melee that is more for ***** and giggles than actually effective compared to just using my rifle?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
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Cat Merc
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15404
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Posted - 2015.03.05 19:07:00 -
[6] - Quote
Adipem Nothi wrote:Cat Merc wrote:Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg? All for melee that is more for ***** and giggles than actually effective compared to just using my rifle? You've a concern about stamina management. Dust has a module for stamina management. Why not use the module rather than further negate need for the module? As for concerns about the viability of your ***** and giggles fits, ... ... That's the thing though, I want some ***** and giggles fits to work. Why shouldn't I be able to punch a scout to the curb if I triple stack myo stims? That's a bunch of HP and damage lost right there lol
The fact that there is a module to help with stamina doesn't help with the viability. AR used to do far too little damage compared to its other brethren, that doesn't mean because damage mods exist that it's suddenly ok.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
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Cat Merc
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15405
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Posted - 2015.03.05 21:36:00 -
[7] - Quote
Adipem Nothi wrote: AR fits =/= Giggle fits.
If we're going to assign a "stamina cost reduction" property to a biotic module, why would we pick any biotic module other than the CardReg? The Myofib's jumps will likely prove sufficient to warrant its utilization. Good for build variety. If Myofib jumps prove to be fun and/or effective, then maybe we'll see an increase in demand for the under-utilized CardReg as well. Even better for build variety.
I could be wrong, but I don't think that making melee suits competitive is the focus of this Myofib change. If making melee suits competitive is the priority, it seems to me there would've been better and more direct ways to go about doing it.
Sigh... I called them ***** and giggles fits BECAUSE they're terrible, not the other way around. You know why they're terrible? Because myo stims are terrible in terms of melee. They simply are. Now stop using a little phrase I used as your argument please.
It might not be the priority, but that doesn't make it a desirable outcome. I don't necessarily want to create a "melee only" suit, I want melee to become a sound module choice rather than yet another shield extender or damage mod. And yes jump height is going to help with that, but the main bonus of the Myo stim is melee, and that bonus should be good.
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Cat Merc
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15405
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Posted - 2015.03.05 21:37:00 -
[8] - Quote
voidfaction wrote:How are you losing dmg? It does not say melee dmg is being replaced with jump height it is ADDED to them. myo's will be for melee dmg and jump.
Damage mods take the same slots as Myofibril stimulants?
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Cat Merc
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15409
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Posted - 2015.03.06 20:38:00 -
[9] - Quote
New AScR damage before overheat: 2352.9 New AScR damage before overheat w/Amarr Assault: 3137.2 Duvolle damage before reload: 2380
So... Still think the new AScR will be fine?
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Cat Merc
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15409
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Posted - 2015.03.06 20:48:00 -
[10] - Quote
Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
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Cat Merc
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15409
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Posted - 2015.03.06 20:53:00 -
[11] - Quote
Alena Ventrallis wrote:I agree wholeheartedly with the damage buff. The overheat is sufficient drawback to warrant more damage.
I am iffy on the amount of damage increase. 15% is a pretty big jump. Wouldn't a smaller 10% buff be better, and we can dial it in from there? Yeah, look at the stats I posted. It clearly shows that the overheat is a non factor on the new AScR lol
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
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Cat Merc
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15417
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Posted - 2015.03.07 04:11:00 -
[12] - Quote
Rattati, will a double myo stim Gal Assault be able to jump on a supply depot?
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Cat Merc
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15421
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Posted - 2015.03.07 17:34:00 -
[13] - Quote
Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Actually they're slightly shorter than the boxes Ratatouille refers to, and considering stacking penalties, it could be feasible.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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