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Thread Statistics | Show CCP posts - 32 post(s) |
DeathwindRising
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910
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Posted - 2015.03.06 03:12:00 -
[1] - Quote
CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
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?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity.
how did you come to that conclusion? any data would be based on broken armor tank fitting. youre giving armor tanks equal resists but better damage, and speed, thanks to the addition high slots and fitting.
fast, hard hitting, tanks with armor reps that surpass passive shields reps. the only thing that was saving shield tanks were their shield hardeners, and only when stacked. i dont see how shield tanks will be competitive against the new armor tanks. and i dont want to wait another 3 years for you to gather data before deciding that youve buff armor tanking too much.
you couldve fixed armor tanks simply by adjusting their fitting. but now your messing with modules no complained about.
the problem:
armor hardeners increase armor rep effectiveness. youll be reincarnating the tripple rep maddy.
dual hardener, dual rep. thats 305 armor hp/s with ~75% damage reduction. thats almost double repper effectiveness.
is no one concerned? |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 03:27:00 -
[2] - Quote
Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
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?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. So with all those PC stats collected... Caldari suits ( Shield based ) that don't fit cloaks are on par with all the other suits in numbers spawned in, kills and KDR? Or any stat? I will look for the stats but I am pretty sure there are about 3 people that run Caldari suits. All at range next to cover.
i run cal assault. depending on how you fit your suit, it can... not suck.
regen fits do need to stay next to cover. other fits allow the suit to operate outside of cover, but long range is preferred lol |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 14:06:00 -
[3] - Quote
duster 35000 wrote:DeathwindRising wrote:Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
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?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. So with all those PC stats collected... Caldari suits ( Shield based ) that don't fit cloaks are on par with all the other suits in numbers spawned in, kills and KDR? Or any stat? I will look for the stats but I am pretty sure there are about 3 people that run Caldari suits. All at range next to cover. i run cal assault. depending on how you fit your suit, it can... not suck. regen fits do need to stay next to cover. other fits allow the suit to operate outside of cover, but long range is preferred lol Not really. You can stay at cover, and eveytime you shoot someone one time, they will shoot you and do alot of damage, forcing you to regen every time, while they continue advancing on you. If you have 600 shields, you get a 50 rep rate, which is not much of an an advantage over armor ever since the rep buff.
i just stack extenders and regulators. and a cardiac regulator at proto. its the most functional fit ive come up with that cover a wide range of scenarios |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 16:38:00 -
[4] - Quote
cal assault is tricky. either stay in cover and do a regen fit, or brick the shields. the lower regen means youll have long recovery times, but the extra hp is often the difference between having shields left after a scr charged shot or being dead.
ive run every cal assault shield fit possible. they all require a different style of play. |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 18:31:00 -
[5] - Quote
Bright Cloud wrote:When 2 competent squads colide with each other on ambush the game gets stale till one squad earns a OB. Im sure alot of players experienced this on the large bridge with alot of installations on it. One side manages to get uplinks on the bridge and the other side camps on the hill.
Now competent squad A has amarr assaults with lasers to keep firing at competent squad B which is shield tanked and is using rail rifles. Squad A will get kills more frequently aswell generating WP by taking damage which can be repaired with the help of logis. Squad B has no way to keep up with squad A in terms of WP generation. What follows is that squad A will get a orbital strike, drop it on squad B and then overruns the opposition in a all out assault.
The assault cannot be stopped once in motion due to the ambush spawn mechanic. Similar things can be seen on the gallente research facility by playing domination. if you are loosing get some armor plated sentinels, let them take damage to repair, earn OB, assault the objective and barricade yourself in there with ++bertanked heavys and repping logis. Shields are not competetive as long the logistic gap is not closed.
intentionally taking fire in order to earn wp should not be tolerated as intended game design.
chances are that CCP wont correct the issue, but instead add a shield repair tool. |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 19:57:00 -
[6] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
the "sprinkle"
that made my day lol |
DeathwindRising
ROGUE RELICS
919
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Posted - 2015.03.10 05:28:00 -
[7] - Quote
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 |
DeathwindRising
ROGUE RELICS
919
|
Posted - 2015.03.10 11:24:00 -
[8] - Quote
Tesfa Alem wrote:CCP Rattati wrote:
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
100%. Whoa. 21 more meter range than the other HMG types. 63m range, out ranging most gallente rifles. Eats LAVs for breakfast, the kind of cowardly tankers that jump out with a heavy and a forge when their tank is in trouble can finish off a gunlogi and kill the pilot if he jumps out as well without changing weapons Goodbye boundless, good bye burst, there is a new king in town. The HMG is Dead, Long live the AMHG.
well if it's meant for AV, shouldn't it have crazy dispersion? it should have alot more recoil and a lot less accuracy. AND it should be given spool up time before firing |
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