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Thread Statistics | Show CCP posts - 32 post(s) |
Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.05 21:47:00 -
[1] - Quote
Sir Dukey wrote:OMG, you halfed the ROF of the Missile Turret!! WTH??? You reduced it's ammo. What is the reasoning behind this? Not only do I rarely see missile launchers, now you nerfed the living crap out of it? You do realize that repping armor tanks will just rep through our flipping missiles not to mention the stupid reload time is 1.5x what it was before?
YOU MONSTER! Every patch update there is good stuff and there is this sort of bad stuff. At least give missiles 300 RoF, and why reduce ammo?
Spamming missiles in one direction was the only way I could infantry and now I wouldn't be able to do that. Every patch, everything I use get's nerfed. I'm sick and tired of this flipping game.
Yes, i'm mad.
Wowwwwwww..... I just noticed missiles and railguns will now have the same ammo. This better mean one of my flipping missiles is doing 1700 damage dust like a shot from a railgun. Oh, it doesn't? Then why take away my god dam ammo? What reason will I have to use a Large missile launcher over a a railgun? WHAT REASON WILL I FLIIPPING HAVEE???
THANKS FOR THE EFFING WASTE OF SP AGAIN. FIRST MY SP GOT WASTED WHEN YOU NERFED THE LIVING CRAP OUT OF ADS AND NOW MY FLIPPING MISSILES WHICH REQUIRE TURRET OPERATION TO LEVEL 5 ISNTEAD OF 1. THE WAY IT'S LOOKING RIGHT NOW, THE LARGE MISSILE WILL BARLEY BE ANY BETTER THAN THE SMALL. THANK YOU CCP. YES IM SUPER MAD.
lol. This is why you don't go full apeshit kids, you make zero sense.
sir, Let me explain to you why this was done. A Rocket fitted HAV could very easily **** a ton of damage and take out any Madrugar or Soma. Even against a Gunnlogi or Sica, fitting a damage mod would greatly help in killing them. This made it to where it was widely used in PC, along side the rail.
The ammo thing I'm not sure of, it seems like a odd thing. Maybe he wants Rocket fitted HAV's not to stay on the field as long?
Prove it, that sounds like a bunch of bullshit (assuming damage isn't changed, it's still pushing 1800DPS, give or take).
The reload time was short, extremely short with the reload skill. It's fine being nerfed.
PAUSE. Why are you trying to build a HAV specifically for farming infantry?
Rails are still slightly pushing OP still, well, not really, seeing as the heat changes will cut the amount of shots off a little, so sustained DPS will go down for it. Regardless, it won't be good in CQ anymore, and Rockets less so, although still quite decent at it. It just won't be so good at it anymore. I would say that it needs more range though.
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Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.05 21:48:00 -
[2] - Quote
Why are you going for what seems like the new FOTM, and instead going for, you know, what you like?
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Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.06 11:49:00 -
[3] - Quote
HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL?
Because It being a better CQ weapon than blasters is silly.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:04:00 -
[4] - Quote
Pokey Dravon wrote:DarthJT5 wrote:J Missiles were already a niche turret, now your making them flat-out unviable. To be fair, the instagank mechanic really made armor tanking unenjoyable because well....no one likes to be instaganked with little ability to retaliate. I think something needed to change, but I also don't think I'm a huge fan of what happened. From what I can tell the damage per magazine didn't change, it just takes twice as long to apply the damage now and then....more reload time for some reason. I guess I feel like the concept of "I have to drop all 12 of these missiles into the guy and instakill it, otherwise I'm going to die during the reload" is.....really not going to be enjoyable overall. At the very least i don't think it suits a Missile Turret. I mean lets try to look at it this way: Blasters do crazy DPS up close with good tracking, but fail at long range due to falloff and sustained damage because of overheat and magazine size. Railguns do good burst damage at range with crappy tracking, but fail at close range due to tracking and sustained damage because of overheat and magazine size. Typically Missiles in EVE are useful because they are effective at any range from 0km to their max flight range of Xkm. They quite good at doing long sustained damage thats typically very consistent DPS. So why don't we instead move away from the "Instagank" concept we're trying to dance around with Missiles and go with a more "Effective at many ranges with moderate DPS but supurb sustained DPS because it lacks an overheat mechanic". In other words I would drop down the damage per magazine considerably, but also drastically decrease the reload time. That way the first volley is not lethal, but it will do considerable damage to an enemy vehicle (Preferably with its hardener down) but not kill it, and then quickly recover with a swift reload for round 2. The idea is that you want to ambush the vehicle to do as much damage as you can with the hardener down with the full understanding that you're not going to kill it, so that when the hardener does come up, the target vehicle is at much lower starting HP for the engagement. Missiles should be effective at both short and long range, and while they may not be able to out-DPS the other turrets within their overheat time, their sustained DPS is considerably higher once the Blaster and Rail have to wait to cool off/reload.
This is generally how the Rockets of old worked. Consistent fire raining down on targets until they died. It for the most part worked as well, just needed slight buffs.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:08:00 -
[5] - Quote
DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
Rails should have got a nerf as well imo. We'll just have to see.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:13:00 -
[6] - Quote
Lorhak Gannarsein wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
1: It's that and rails.
2: lol. you can't be serious, because if you were, you would look hella dumb right now.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:15:00 -
[7] - Quote
DarthJT5 wrote:Godin Thekiller wrote:HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL? Because It being a better CQ weapon than blasters is silly. Which warranted a DPS nerf. Not a nerf to every stat besides range...
Which is fair, never said it wasn't. I still think rails should get a nerf as well, and they'll pretty much be on the same page (well, we'll see how the heat changes turn out). Through this, blasters and Rockets will pretty much be on the same page.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:16:00 -
[8] - Quote
duster 35000 wrote:duster 35000 wrote: 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
That's alot worse than armor...stacking extenders and a cardiac reg? Good luck with the crappy regen, you may as well use armor at that point.
Why are you responding to yourself exactly?
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:18:00 -
[9] - Quote
duster 35000 wrote: Gunlogis don't use nitro, maddy's do.
I've seen nitro Gunnlogi fits, and that can easily be understand as a euphemism for getting the **** out of dodge.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:20:00 -
[10] - Quote
Tebu Gan wrote:Pokey Dravon wrote:
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?
If they are going to be the same in strength, cooldown and uptimes need to be equal as well. So nope, not against it at all.
I'd rather it just be lower tbh. I was actually expecting it not to be buffed, but stay the same as it is now. I wouldn't mind it be 30% and shields be 40% though.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:31:00 -
[11] - Quote
Derpty Derp wrote:CCP Rattati wrote:Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
ThatGÇÖs it for now, please let us know your thoughts and give us constructive feedback. I doubt anyone will listen to one of the few people who have actually been using the small blaster over the past few months... They do not need buffingDon't ask me why no one uses them, or why some people who get in my tank/LAV can't hit a heavy stood still directly in front of them. But for gods sake, trust me when I say I can mow people down with them. 1v1 against a blaster LAV, infantry is boned, it can't run fast enough to escape, unless it's right next to cover (and even then it's 50/50.) A tank with one small blaster on the front, can mow down swarmers (which I like, but the infantry will not.) Forge gunners are so fat and slow, you will almost always get a headshot kill. This isn't going to adversely affect me in any way, it's just going to make me stronger. But please Rattati, try one of these things out in a few matches, get used to aiming with it and see just how wrong this buff is. ~~~ Everything else looks interesting, if not promising, especially nerfing the spray-ability of the rails and upping the cost of multiple hardeners.
I used to be able to easily get kills with smalls. Not now. They are way too inaccurate to hit anything, and even if they do, Hit detection fucks it up. This change will help a lot.
EDIT: Also, be sure not to do that with a HAV around. I've been seeing people using the LAV guns more, and I would be sad if you did that **** around be, especially after Echo.
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:34:00 -
[12] - Quote
Derpty Derp wrote:CELESTA AUNGM wrote:"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed. The majority of players can't pilot an ads for peanuts, but that hasn't stopped balance being based around those who can use them. I've always seen the jumpyness of the small turrets as a problem by itself, which this will not solve... This will leave it just as difficult to hit something while moving, while everyone complains about the drivers who position well and slow down to let them shoot... Followed by a nerf. I could be wrong though... Time will likely tell.
The fact that it can't hit anything due to a ******** dispersion is why you can't hit anything while moving.....
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Godin Thekiller
The Corporate Raiders
2960
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Posted - 2015.03.08 18:55:00 -
[13] - Quote
Doc DDD wrote:Base tank hp got nerfed too, as it was LAV's had higher base HP than the new tanks so something had to give..
True, but at least they could get more slots.
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Godin Thekiller
The Corporate Raiders
2960
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Posted - 2015.03.08 19:02:00 -
[14] - Quote
Umm, I was just wondering if there was going to be any skill bonus changes in Echo for the vehicle skill tree similar to what we were shown in the HAV initiative spreadsheet.
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 19:50:00 -
[15] - Quote
Tesfa Alem wrote:@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary?
If they turned in arcs instead of angles and flew faster, I'd see dodging being a thing.
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 19:51:00 -
[16] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS?
Depends on the hull and how much of a scrub the pilot is.
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 19:59:00 -
[17] - Quote
Spkr4theDead wrote:CCP Rattati wrote:
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
So us supporting our preferred role without bending is unreasonable?
Very.
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 20:01:00 -
[18] - Quote
Sole Fenychs wrote:duster 35000 wrote: What if the pilot is a super scrub 3?
Then you only notice their presence by their RDV and the presence of a suicide on the killboard. Scrubs can't fly ADS, even if they are able to handle ordinary dropships.
Pretty much this
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