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Thread Statistics | Show CCP posts - 32 post(s) |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:08:00 -
[1] - Quote
I am highly opposed to the AScR Buff. In the current stage, they can melt my 600 shields at STD/ militia level in under a second. I cannot imagine what consequences that this buff will have toward shield users. This will force not only me, but a lot of the community to again change over to armor.
The problem isn't that AScR is weak, it's that not a lot of people use shield suits. As a shield tanker, I find that shield damaging weapons do wayy to much damage to shields ( Especially Lasers) which make me go back to Armor again and Again. No weapon destroys Armor as fast as a ScR or AR destroys shields.
I can assure you that if Shields were the FOTM, you would look to buff the Combat Rifle because nobody is using it even though it is quite good at destroying armor.
You are trying to balance a Anti-Shield weapon vs Armor because this is an Armor dominated game. As you keep buffing the AScR, you will notice less and less people will run shields. These buffs continuously nerf shields.
The only way I can think of buffing the AScR is giving it 15+/15- shield armor.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:14:00 -
[2] - Quote
Also- why nerf the LAV? At least give it more slots, you took away over 50% of our HP, you better give me 50% more slots. This is preposterous. Also, shield LAV recharge better be passive. 40 is wayyyyyyyy toooo looowww.
P.S., my Caldari Assault will have more Shields than my Shield LAV and Amarr Sentinel will have more HP than Armor LAV.
Thanks for ruining LAV's. People were just too lazy to run AV or AV nades. It is not our fault.
I really really really despise what is happening to LAV's Completely not fair especially for the guys like me who put a turret on it and used it as a gunnery station.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:18:00 -
[3] - Quote
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 fking sick and tired of this flipping game.
Yes, i'm mad.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:24:00 -
[4] - Quote
el OPERATOR wrote: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 fking sick and tired of this flipping game.
Yes, i'm mad. Probably has to do with the PC weapon usage data dump. Missles were pretty high on that list.
Nobody, uses missiles in PC and I am a PC tanker. It's always railguns.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:29:00 -
[5] - Quote
Armor tanks will have same hardener as Shield tanks. Yet another nerf to missiles. OH COME ON, YOU CANNOT BE SERIOUS WITH THIS STUFF!!
Also, I RATHER HAVE A ONE CAP THAN BE RESTRICTED TO USE ONE STD FLIPPING HARDENER DUE TO FITTING PROBLEMS!!
armor tanks have 3x the native armor reps that the shield tank does. 30 vs 10 yet shield tank only has twice the native shield reps. Another piece of junk change done by yours truly.
I thought Rattait would be rational but hey, what can you expect from CCP. They over nerf everything wile buffing the other thing simultaneously.
CCP: The type of people to say " Let's buff weapon damage for X weapon by a straight 15% because nobody is using it and at the same time reduce the HP of dropsuit that the X weapon has a bonus to by 50%. Yay Balance.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:30:00 -
[6] - Quote
el OPERATOR wrote:Sir Dukey wrote:el OPERATOR wrote: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 fking sick and tired of this flipping game.
Yes, i'm mad. Probably has to do with the PC weapon usage data dump. Missles were pretty high on that list. Nobody, uses missiles in PC and I am a PC tanker. It's always railguns. ADS. Are you ok? I am specifically talking about large missiles. Go learn to read.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:36:00 -
[7] - Quote
Shield tanks being nerfed to a point where they are equal to todays armor tanks. Armor tanks being buffed to hell. God, with every little stupid hotfix by rattati, I regert speccing into what every he tries to balance.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:57:00 -
[8] - Quote
Godin Thekiller wrote:Why are you going for what seems like the new FOTM, and instead going for, you know, what you like?
Except I never went for FOTM, I simply went for stuff I liked. I liked ADS- nerf, I like Missiles-nerf ect ect. I do have Min Assault but I never use it.
Mann, missiles were my thing, I love the spamming shots, but not anymore.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:00:00 -
[9] - Quote
Godin Thekiller wrote: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.
The less DPS- the more chance they have to rep. Now missile had their DPS spread out over time= armor tanks will rep through missiles easy assuming they have their 40% armor hardener on. You know how it is fighting a shield tank with hardener with missiles, you barley do anything, now imagine that with 200+ reps per sec = armor tank.
The armor hardener buff was enough to balance Missile's vs Armor. Buttt nooooo, let me reduce Ammo and reduce their RoF.
I feel like armor tanks are going to be OP. 40% armor hardeners on armor tanks back during 1.7, I don't see why it is going to be any different now. At max it should be 30% and missiles RoF minimum should be 300.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:10:00 -
[10] - Quote
anaboop wrote:Why are large missiles so hated? they are one of the least used turrets and yet its getting nerfed
Slower shooting, slower rof, slower reloading, less max ammo and lower burst interval And to add to insult we miss out on a new module Which Blaster and Railgun can utilize.
I would rather keep havs as they are then to further cripple the large missile turrets.
Shame on u.
That is exactly what I feel. Not to mention the 40% armor hardener.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:31:00 -
[11] - Quote
Genral69 death wrote:When is this happening?
hopefully, never because I don't want my missiles turned into a fluffy bunny shooter.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:32:00 -
[12] - Quote
DarthJT5 wrote:Missiles are getting hit with several nerfs at the same time.... Half ROF( this was warranted) plus slower reload speed, AND less ammo? Why? And why are rails getting a ammo BUFF when they already have TONS more damage per mag and total damage than large missiles? Then we have the fact that Large Missiles are the most fitting intensive turret in the game, costing more CPU AND PG the the rail, which brings me to the conclusion that Missiles will be by far the worst turret for tanks.
The only thing I would change is the ROF. It is a little excessive, but everything else is fine. In fact, a reload speed BUFF is more appropriate than a nerf, seeing as how both the Blaster and Rail rely moreso on overheat, which is much faster than Large missile reload
Missiles were only good at killing Armor tanks, shield tanks walked away with ease, now with the nerfs plus the Armor hardener buff, armor tanks will engage missile tanks like min commandos engage railgun tanks with no fear.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1858
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Posted - 2015.03.06 02:17:00 -
[13] - Quote
Doc DDD wrote: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? Well I was exaggerating the 50% for dramatic effect.. I understand they are proposed to both have 40 percent reduction... just seems like 40 seconds is a lot longer than 24 seconds when using the same reduction ( or whatever the durations are )... reducing the duration is the only thing that makes sense but we lose a bit of racial diversity... Still think those shield reps are going to be too low even at 1.8 secs... or whatever the stat is....
+ shields have faulty boosters.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 02:39:00 -
[14] - Quote
CCP Rattati wrote:Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally
Yeah totally, because you don't have gallant suits named after you? Not to mention your Officer suit is Gallante.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 02:41:00 -
[15] - Quote
What the???
LAV's will have less HP than heavies? Bih wah?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 19:07:00 -
[16] - Quote
Large Missiles are going to be useless. Not to mention that Armor hardeners were buffed to 1.7 levels of OPness where a hardened Madrugar with two reps was able to pretty much rep through AV.
The Missile turret requires much more SP investment than the other two turrets. I don't see why they shouldn't be good. That large missile nerf is unnecessary unless you are making them anti infantry. Armor tanks will be indestructible just as they were in 1.7 and gunnlogis are being turned into crap with the reduction of shield recharge rate to 2/3 of what it was.
What really annoys me is that Madrugars have native armor reps of 30 while gunnlogi has native armor rep of 10 which is 1/3 the native armor rep of Madrugar. Fine, but why does Gunnlogi have only 2x as much shield rechare?
Stop the nerf to missiles- you have buffed armor tanks enough.
The RoF should be reduced to a minimum of 300. 200 is wayyy to low. At this point, swarms will be better at killing armor tanks than those stupid missiles. Oh god rattati, do no not fully understand the consequences of the nerf you are doing. Missiles will be as useless against Armor tanks as Blasters.
Also, the railgun buff annoys me. Why do missiles and Railguns have the same clip size and same ammo but a railgun shot does 3-4x the damage of a missile? Where is the sense in this? In light weapons you were all about Damage per clip and damage per ammo, where has all that nonsense gone now? That is a complete unnecessary buff to railgun.
I believe you're just spitting stuff out without thought. Why reduce the ammunition on the Large Missile? Why even reduce the RoF while buffing the crap out of Armor hardeners?
This makes as much sense as nerfing the combat rifle while at the same time doubling the HP given by Armor plates. How will anyone kill armor suits?
Large missiles in the current state are only viable against armor tanks, now you are going to make them useless.
Again, you fail to fully understand the situation. I predicted with ADS and I predict it now. You are gonna turn a wonderful fun turret into a piece of junk just as you did the ADS.
Anyway- Armor hardener should be at 30% maximum, and large missile shouldn't be touche at all. Thanks again Rattati for destryoing and making another part of the game useless.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1883
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Posted - 2015.03.08 23:33:00 -
[17] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
Don't forget, swarms are also the most skillless weapon in the game.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1884
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Posted - 2015.03.09 20:00:00 -
[18] - 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?
ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher.
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