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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
duster 35000
Algintal Core Gallente Federation
329
|
Posted - 2015.03.05 06:48:00 -
[1] - Quote
CCP Rattati wrote:Dear players,
Words um, please tell me the gunlogi will get an extra 30 pg and 50 cpu to compensate for the hardener change? As shield hardeners have low duration, high cool down...pro shield hardeners are the only viable hardener.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
330
|
Posted - 2015.03.05 06:53:00 -
[2] - Quote
Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 06:59:00 -
[3] - Quote
Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about? It means it is only being reduced by 15% 85% of walking speed, if walking speed was 4, then it would be 3.60m/s
Also, I need me a respec soon, I was thinking the patch would come out this month, so I could get one traded to me...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 07:03:00 -
[4] - Quote
Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about? It means it is only being reduced by 15% 85% of walking speed, if walking speed was 4, then it would be 3.60m/s Also, I need me a respec soon, I was thinking the patch would come out this month, so I could get one traded to me... Oh lol, that flew so far over my head It's fine.
Oh and armor hardeners are back to 40% now...mmakes mee want to respec into armor...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 07:09:00 -
[5] - 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. I don't doubt it. more dos than an ar, I think? More damage to shields, range, clip size, decent hipfire accuracy.
Might not be OP...aalso, is there a date for this? As I I'm pretty sure everyone would want to know.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 07:17:00 -
[6] - Quote
Arkena Wyrnspire wrote:"HMG DPS: 38400"
*sounds of sobbing*
I believe you have an oddity in your spreadsheet. This column should be damage per minute, or it needs a /60 tacked on.
ASCR changes are great.
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
What's with reducing the fitting requirements on the cloaks by <2% at proto? Is that going to make much difference?
I am immensely pleased by the LAV HP nerfs. In an age of BPO LAVs we do not need LAVs with such absurdly high HP numbers. Hopefully the increased fitting space will be good for drivers who properly fit their LAVs, too.
Blaster turrets... What are these changes intended to achieve? To make the blaster a more AV oriented turret? I'm not sure that works as for a 15% increase in DPS heat has increased by a third, and sustained DPS is important when trying to kill a tank with it. Speaking of blaster turrets, will dispersion be coming to the emplacements?
I wonder how missiles will fare.
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 09:51:00 -
[7] - Quote
CCP Rattati wrote:Jebus McKing wrote:AScR buff is too much. It is not as bad of a weapon as people say it is. Sure, it has issues with armor tankers, naturally, but apart from that it is quite decent already.
With this buff though it will have the highest DPS of all rifle assault variants AND the second highest range. Also, I found the heat built-up to not be a problem at all, not even if using a non-AM-Assault suit.
AScR will be Bolt Pistol 2.0. But I trust in Rattati to hotfix the hotfix in a timely manner if my predictions become reality.
Myofibs only giving 25% jump height at PRO? Hm, I expected more. What about also reducing the CPU requirements a bit? Currently it requires 51 CPU, which is a lot for a module with such limited usefulness. I will monitor the ASCR. The Myofibs need to be scaled at triple stacking. Otherwise we will be seeing players jumping "silly" and I don't want that, I want ninjas, not Hancock You sir, get 1 internet for referencing that movie.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 09:52:00 -
[8] - Quote
Iron Wolf Saber wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). Lot of games actually nerf your ability to sense well while cloaked. They too concluding that having full access to extrasensory mechanics while cloaked proved too powerful. Planetside 2? It just stops regen.
I say planetside 2 because the game has been out for awhile and has alot of rebalancing.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 10:14:00 -
[9] - Quote
voidfaction wrote:CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I understand you want the cloak ot be more of defensive tool. I use it for climbing laders, hacking non objectives, hiding in corners to heal/camp, and cross open areas. Even though I think it does this well I think the shimmer could use a little work so we don't look like blue glowing dead jedi running around in dark maps. Would shimmer reduction or rework be a possibility? Oh how I hate the shimmer, most of the time I'm glowing so the cloak is absolutely useless.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
334
|
Posted - 2015.03.05 12:11:00 -
[10] - Quote
Tesfa Alem wrote:Heh, my heavies have more HP than my Saga now. The only thing my crystal ball tells me is the Assault HMG wil be on the rise. Damage vs vehicles + outranges the other HMGs, and improved DPS. I do like the idea of a squad of heavies turning thier heads to the sky and giving my Dropship a serious threat to consider. That along with mass drivers should stop attacking non-AV infantry from the air from being the mugging it is today. Lower rof, standard hmg will be the go to.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
334
|
Posted - 2015.03.05 13:05:00 -
[11] - Quote
Sole Fenychs wrote:Dem Myofibs.
I'm now skilling into Minmatar Scout. There are quite a few parts on some maps that feel like they were intended to be traversed with jumps, but were not traversable until this change.
Also, let's see if I can make a melee specialist Assault. Jump over the wall and fist everyone, then pull an RE/grenade if I'm about to die. Prepare your anus! I have an assault and am going to fist you.
...see? That came out wrong.
Also, if you use myofibs on the min scout, you won't have any hp. so, cal scout, gal scout, or min assault it.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
335
|
Posted - 2015.03.05 13:26:00 -
[12] - Quote
Stormblade Green wrote:Well probably the only one who looks at this and smiles.... I'm going to wreak some tankers' day. And thank you for not adding yet another heat build up need to the HMG. Yeah, I'm going to *Russian accent* **** them up.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 01:05:00 -
[13] - Quote
Alena Ventrallis wrote:CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with. What needs to happen is proto shield hardeners have 30 sec cooldown, as they are now worse than armor hardeners.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 01:09:00 -
[14] - Quote
Sgt Kirk wrote:Alena Ventrallis wrote:CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with. Have you seen the new numbers for Madrugars? It's about 500 more HP in main defence than shields. Vastly different from where we used to be(now are). I'd also take it into account that you guys have a nice number of highslots to play with now so you can easily overcome that. The Madrugar has 4 lows and the most I can see is adding at least one plate so you don't move too slow. My maddy has 5.6k armor with a complex heavy rep and complex hardener...while shields won't have higher hp because a booster is needed.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 01:18:00 -
[15] - Quote
Sir Dukey wrote: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. Yeah, us shield mercs are screwed.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 02:53:00 -
[16] - 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. No...it's not.
it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat.
All that needs to be done for now, is lower cal assault regen delay by 1 second, increase rep rate by 5, and maybe do something about plasma and laser damage profiles, as when I shield tank, I can't regen and fight fairly against those 2 damage types.
IMHO, giving a damage bonus to a tanking style that has much lower hp was a terrible idea. my cal assault has 509 shields, those go away almost instantly from the 2 damage types, you can get about 1 shot on them before you have 100 shields, while they still have thier shield hp buffer... all 3 of my low slots are complex shield regulators.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 02:59:00 -
[17] - Quote
Fizzer XCIV wrote:duster 35000 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. No...it's not. it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat. Do you know what the most used item in PC matches is? HMGs. So go away with your "only armor is viable in competitive matches" bs... Yeah, and all my armor suits last longer, they have shield buffer and I can get logi'd as a bonus...shields have a delay and are too weak most of the time. Sometimes, it's good, most of the time, instablapped before I can deplete enemy shields. Caldari assault, regen fit.
Oh and I use 2 complex damage mods on my armor suits.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 03:33:00 -
[18] - Quote
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.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 04:21:00 -
[19] - Quote
Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 05:19:00 -
[20] - Quote
MINA Longstrike 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. Not quite. On 'high hp' fits and when there's any suit that has more than moderate shield delays, armor is king because armor reps never stop and can be augmented by repair tools. There are no shield reps and shield recharge is stopped by any and all damage, it doesn't matter how little. Commandos are in some dire need of shield rebalancing, and all shields need some sort of 'inhibition' value. All caldari and minmatar suits, except scouts, need thier shield recharge delays reduced by 1, and buff the comando shield recharge, maybe the assault too.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 05:46:00 -
[21] - Quote
Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 06:03:00 -
[22] - Quote
Fizzer XCIV wrote:duster 35000 wrote:Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only. Shields don't need a super buff...just some small changes. In the months that this topic has been beat to death, I've yet to see any concrete evidence that shields are worse than armor overall. In many cases, I almost want to say shields are better overall. For every "super OP" armor fit that the "shields suck" guys make on Protofits, somebody comes along and makes a shield fit that would perform just as well, if not better, on the field. I've never seen a well built shield suit that doesn't look just as good as a well build armor suit. In fact, the only real advantage I think armor has over shields anymore since the standard plate strafe nerf, is armor repairers. If armor didn't have repair tools, I'd actually say shields would be outright better. HP values for both HP types are, on average, about the same within the same suit classes. Nobody runs basic plates anymore, just Ferroscales. No argument has sheen solid enough to convince me so far, and neither will anything you can come up with. Ever since the armor rep buff, I have barely touched shields. ScR and AR make it unbearable.
Shields were fine before the buff. They need a slight regen buff, like I said above.
And armor needs the strafe penalty reeuced slightly, I don't use regular armor plates on my AM assault.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 06:47:00 -
[23] - Quote
Fizzer XCIV wrote:duster 35000 wrote: Ever since the armor rep buff, I have barely touched shields. ScR and AR make it unbearable.
Shields were fine before the buff. They need a slight regen buff, like I said above.
And armor needs the strafe penalty reeuced slightly, I don't use regular armor plates on my AM assault.
That's just it, though. If both need slight buffs if your opinion, how is one objectively better than the other? If armor is allegedly better than shields, and you give both slight buffs, wouldn't that not change a thing in the overall armor/shield paradigm? If this is the case, aren't they actually equal? Or at least close enough to equal and different enough from one another to be considered practically equal? Standard plates need a buff so you don't move as slow as a heavy if you use one.
Shields need a bit more regen, less delay so they can have more of a regen advantage, it will make people use shields more instead of always using armor and having logis rep you, and the buff would make it easier to regen from laser and plasma rounds.
Armor is still better than shield...just regular plates make you move too slow, strafe speed.
Until then, I'll keep using armor with damage mods, not much point using shields right now.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 07:08:00 -
[24] - Quote
ROMULUS H3X wrote:I got a few words.... Mid-Air Fist-Fighting. I am so Happy. You are all screwed DustBall Z.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:04:00 -
[25] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." So this means all basic frames have more resources? Sweet.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:08:00 -
[26] - Quote
Another thing I noticed.
Assault hmg doea full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:46:00 -
[27] - Quote
Breakin Stuff wrote:duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds. I will take a poke and see if I can figure out the logic. Ammo, not clip size. spare ammo.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
351
|
Posted - 2015.03.06 15:07:00 -
[28] - Quote
duster 35000 wrote:DeathwindRising wrote:Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:
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 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.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
351
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Posted - 2015.03.06 15:08:00 -
[29] - Quote
Greiv Rabbah wrote:Lorhak Gannarsein wrote:Out of curiosity, Rattati - why are both of the new vehicle utility modules in high slots? Great, I get access to fitting modules, hooray, I can still fit nothing more than usual because of the catastrophically high costs of the modules. I get a new tank module! great! Now I have nothing else to fit in those slots. Why is it necessary to give all utility to the Madrugar, as well as making it near as durable as the Gunnlogi? EDIT: I just realised that you're also in the process of (effectively) nerfing the effectiveness of AV against armour - it seems what's happening here is that the Gunnlogi's eHP is being (effectively) cut, on top of the Large Missile nerf - with the Large Blaster seeing so many repeated buffs, I'm really starting to struggle seeing a place for Gunnlogis. I mean, hell - I can't even escape from a blaster Madrugar thanks to him being faster than me and also having space for nitrous without interrupting tank. 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. The gunnlogi pilots cry a little hard, but all av is armor av except PLC and flux grenades, and as soon as a PLC or a scout running with a grenade is spotted, gunnlogis nitro out of there so fast you'd think an rdv picked them up. Agree about the large missile turret. And why is it the only turret that isn't available mlt? Gunlogis don't use nitro, maddy's do.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 02:58:00 -
[30] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. 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. Yeah, I liked the nanohive change, now I will use them right when I'm low on ammo, and not wait til I'm at a certain position.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 03:07:00 -
[31] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Yeah. finally I'll have a longer range HMG, I can use cover better with my cal sent...here's hoping the hotfix comex tnis tuesday.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 06:46:00 -
[32] - Quote
WeapondigitX V7 wrote:CCP Rattati
Please make sure that the Burst HMG and regular HMG do more total damage per overheat compared to the rifles, otherwise the HMGs would be seen as obsolete again. Im not sure if you decreased the heat cost on HMGs, but please do so, I did hear that you are reducing the DPS though.
Also I hope you reduced the heat cost on the assault HMG to make it more viable against heavy suits (higher damage per overheat so that a rifles damage per clip does not overshadow it).
As a small suggestion, I would suggest giving the assault HMG a spool up time of roughly 4-5 seconds so that it can have more advantages in other areas such as higher range and accuracy and roughly the same amount of infantry DPS and damage per overheat as other HMGs but be crap in extreme CQC (5-15m ranges ). This would also allow it to have good mid range area denial if sentinels ambush players at mid range with the assault HMG (roughly 25m - 40m).
If it had spool up, max would be 2 seconds, otherwise you'd always lose cqc, which would be ridiculous.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 09:34:00 -
[33] - Quote
THUNDERGROOVE wrote:'Marr assault with 3 complex myofibs and ferro plates. Mmmmm I'm tempted to spec into myofibs now.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 11:31:00 -
[34] - Quote
THUNDERGROOVE wrote:duster 35000 wrote:THUNDERGROOVE wrote:'Marr assault with 3 complex myofibs and ferro plates. Mmmmm I'm tempted to spec into myofibs now. Shhh it'll be over soon. *Pew pew pew* *Flaylock flaylock flaylock* I'd say jumping mass driver, but we all know its crappy dps, unless it's a scout.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 15:00:00 -
[35] - Quote
Bright Cloud wrote:Inb4 i see cal. assaults jumping up top a rooftop with 5 myo's and massdrivers. You crack me up, assuming they will kill with MD'rs, now you can easily run and jump out of the way.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
365
|
Posted - 2015.03.09 13:45:00 -
[36] - 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? The swarmer, but that doesn't matter when your ads can't do anything because of AV.
And you could just use a proto sidearm, or use a commando for your killing problems.
A vehicle dies once, they lose a bit more than 1 match worth of isk.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
366
|
Posted - 2015.03.09 17:57:00 -
[37] - Quote
Greiv Rabbah wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online. Everyone would use ammo that does better in CQC.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
368
|
Posted - 2015.03.09 19:53:00 -
[38] - Quote
Godin Thekiller wrote: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. What if the pilot is a super scrub 3?
Molestia approved
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duster 35000
Algintal Core Gallente Federation
372
|
Posted - 2015.03.10 18:46:00 -
[39] - Quote
The-Errorist wrote:CCP Rattati has so far ignored these issues that are relevant to Hotfix Echo:
- For the starter fits, seems kind of redundant to have 2 fits with uplinks. The recon should have uplinks while the frontline gets nanohives to replenish their ammo. Would also like to see starter fits with more interesting weapons, like the mass driver.
- Why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from?
- Since "Myofibril Stimulants simply increase strength", could we also have grenade throw speed/distance looked at? If the modules also increased the speed/distance which grenades are thrown, that might help clearing off rooftops/high areas.
- Fall damage.
Lying to people's faces when you said you were going to address the problem of speed penalties of 60mm plates being higher than 120mm plates.
- What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
- Will there ever be a reduction of the terrible vehicle hardener glow? That issue goes hand-in-hand with the success of the new gunner tanks
- Armor hardener vs shield hardener issues.
- Shield boosters being faulty. Change them to give same amount of HP, but have something like 5 pulses that are spaced 0.2 seconds apart.
Anything but a proto MD is useless...especially the militia one...
Molestia approved
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