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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
anaboop
NECROM0NGERS
159
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Posted - 2015.03.06 06:20:00 -
[271] - Quote
@rat , im still awaiting reasoning or explaination on the missiles changes.
Fully sick Anaboop trading card
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duster 35000
Algintal Core Gallente Federation
346
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Posted - 2015.03.06 06:47:00 -
[272] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 06:47:00 -
[273] - Quote
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.
AV
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ROMULUS H3X
research lab
334
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Posted - 2015.03.06 06:53:00 -
[274] - Quote
I got a few words....
Mid-Air Fist-Fighting.
I am so Happy.
You are all screwed
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
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Posted - 2015.03.06 06:56:00 -
[275] - Quote
Pagl1u M wrote:CCP Rattati wrote: Deployables Simple, we have increased the carried amount of all deployable equipment by 3, since bandwidth has reduced individual spam of equipment, allowing simpler redistribution, sort of a chain of uplinks or hives from the start of the battle. We have, however, also a need to reduce the efficiency of drop uplinks, and are reducing the spawns per uplink by 50%. We have also reduced bandwidth of Proximity Explosives from 2 to 1.
Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them??? Are you kidding me? I'll comment later about the other things that are really great, but this... Is really BS! Not everyone is asking for RE nerfs. A lot of people are agreeing with me that after as many nerfs as REs and other explosives have gotten, CCP start fixing the other explosives. Remotes are only beingbabused because theyre tye last explosive weapon left. Nobody hears you crying when you die to a trap. They just laugh.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Alena Ventrallis
Intara Direct Action Caldari State
2605
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Posted - 2015.03.06 07:06:00 -
[276] - 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. That explains the balance of shield and armor suits in PC.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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duster 35000
Algintal Core Gallente Federation
346
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Posted - 2015.03.06 07:08:00 -
[277] - 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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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 07:10:00 -
[278] - Quote
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.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Imp Smash
Molon Labe. General Tso's Alliance
726
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Posted - 2015.03.06 07:17:00 -
[279] - Quote
True Adamance wrote:Imp Smash wrote:
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though.
No they simply don't. I don't need to move for my Laser Rifle to clear entire sections of the map. I get into position I can stay there as long as I need to. In other games once I get my Tiger H1 into position (its a heavy tank with a big gun) very little but well placed high calibre shots can dislodge me. You simply do not need to move to fulfil an area denial role, you simply need to get into position within the area and BAM you have a sweet spot of wreaking havoc.
You can defend an open area. Seeing as map design puts the VAST amount of points in areas with plenty of cover --- no -- you won't be contributing to objective game modes with a laser.
I run a laser as well. And yes, there are some points on some maps where a laser (or a heavy with a laser like autocannon) could be helpful. But very little.
Add to that the heavy extra large hitbox (and head hitbox) giving a heavy less ability to take cover and you have a sitting duck to RRs, Scramblers, Lasers, snipers, and forgeguns. Simply because any suit can post up anywhere and shoot at that heavy, duck behind whatever rock or hill is in the area, and pop back out due to their mobility. Cloaked scouts will be having a field day. Heavies can't move so -- LAVS. Or HAVs. Basically when doing area denial you need to control range.
Let's imagine tactics. Ok. hack point in this building. Large open plains all around. Lets put a couple of Sents on the roof with their laser like HMGs. That will be plenty good defense.
Except Laser.
Ok lets assume the HMG outranges the laser.
Sniper or cloaky shotgun.
Sentinels will literally be unable to defend anything simply because before anyone hits them they will die. I mean, I like tactics, and counter tactics to Sents is a great thing. Unless there is no counter to that counter in which case no more heavies outside of forge sniping.
Oh wait -- you are an Amarr Assault just like me. You forget that 1. AmAss have more speed. 2.A shitton of HP for an assault 3. Smaller Hitbox and 4.A TON of stamina to use to help move around the battlefield.
Lets try to force heavies out into the open so that the MinSent and Am Sent become the only SemiViable heavies and laugh at the GalSent and CalSent.
All this is assuming the HMG stays the only 1 of 2 heavy weapons. We might get more heavy weapons. Should they all be outside only?
Way too many holes in this argument. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5219
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Posted - 2015.03.06 07:55:00 -
[280] - 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.
The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 08:48:00 -
[281] - Quote
Imp, area denial for a sentinel should be, for example:
Orbital artillery map.
Sentinels post at the common entry areas like ramps and the loading bay and killing anyone approaching the installation. The whole idea is "keep them out in the first place." This is the actual definition of point defense. Once the bad guys are "in the wire" it's no longer point defense, it's close quarter battle.
CQC is what happens when point defense fails.
The other use for a long range heavy is following behind a squad laying down fire, forcing enemies to get to cover and killing anyone who isn't particularly aware of the need for cover while his squad gets in close and starts chopping up the enemies the heavy softened up.
Plus stating heavies belong in CQC is unintentionally saying "the forge gun works wrong."
Here's the issue: The sentinel is the go-to suit for CQC. It's been deemed overpowered in CQC and as a result is being phased out. Right now heavies are remarkably bad at killing vehicles compared to swarms and the ONLY thing keeping the PLC from making the forge gun into the most inferior option is how hard it is to hit a damn barn past 20m.
So once the HMG heavy is phased out, if forge guns are not adjusted, Sentinels are going to be... the most impressive target in play. That's not a role.
Sentinels were built and billed as a suppression platform (which it has never succeeded at) and the go-to suit for AV. The latter role seems to be getting phased out as well.
I'm not just saying I want heavies out of CQC because I like talking out of my ass. I want heavies to have a viable role once they have been phased out of CQC.
AV
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CCP Rattati
C C P C C P Alliance
18089
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Posted - 2015.03.06 09:21:00 -
[282] - Quote
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."
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
243
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Posted - 2015.03.06 09:50:00 -
[283] - Quote
m621 zma wrote:Samuel Zelik wrote:CCP Rattati wrote: Dropsuit Modules Myofibril Stimulants simply increase strength and thereby melee damage. All right, said the community, why wouldnGÇÖt it make your legs stronger as well? So we just added that functionality to them and now you can jump higher by adding them to your loadouts, opening up a whole new tactical gameplay plus allowing sentinels to jump a few of those hamster height curbs they canGÇÖt cross now.
This is a welcome change. Unfortunately, I haven't been active lately, nor have I had the chance to play. 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 (I always used to seem just off from landing my flux's). I brought this up before, although not given much (if any) attention. Why welcome? Ur all gonna be crying about it being broken and op for at least 6 months after its released. It's going to be welcome for exactly the reason Rattati stated: "new tactical gameplay plus allowing sentinels to jump a few of those hamster height curbs they canGÇÖt cross now". I can think of a few Uplink location this would parity well with.
I rarely cry things are broken/op- just deal with it until there's evidence that it needs to be tweaked and Rattati fixes it (he & his crew have been doing a great job of this lately, and in a timely manner!).
At worst the Stimulants might have to get a Stamina penalty (ie: increased Stamina usage per jump) if they are able to be abused to much.
daddy Rattati lovin' his stati's!
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shaman oga
Dead Man's Game
4100
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Posted - 2015.03.06 09:51:00 -
[284] - Quote
Amarr will still have an hard time fitting both racial weapons of the same tier of the suit, because PG, but all the other suits will be almost on par with assault counterpart.
I've created this spreadsheet some time ago: https://docs.google.com/spreadsheets/d/17UdQzfxuUarPTT4qnjVa9y9Gy_e9x-zYI38HxX6mbWc/edit?usp=sharing
Would you take in consideration slot layout changes? It will be very useful to have type 1 and type 2 suit, same race but with different layout and an added equipment slot. Since basic frame should be a mix between logi and assault, to give you "the taste" of both classes, i would add that 2nd equipment slot, it would be also a major factor in the choice of a veteran between a basic frame or a specialized suit.
The other sheets are just calculations, but you have gone too far from my values (except amarr), with your normalization and i'm happy about it.
Pimp my Barge
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RedPencil
Random Gunz RISE of LEGION
168
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Posted - 2015.03.06 10:04:00 -
[285] - Quote
@ CCP Rattati: I have 2 questions.
Will the Myofibril Modules affect backward jump?
Can you adjust the Cloak PG a bit?
Adv 44 PG Proto 68 PG
Edit: One more question. Why Militia Drop Uplink cost 8 PG when the basic Drop Uplink cost 11 PG?
Beware Paper cut M[;..;]M
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duster 35000
Algintal Core Gallente Federation
347
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Posted - 2015.03.06 10:04:00 -
[286] - 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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HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
55
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Posted - 2015.03.06 10:06:00 -
[287] - Quote
CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL?
I WILL WIN... DESTINY
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duster 35000
Algintal Core Gallente Federation
347
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Posted - 2015.03.06 10:08:00 -
[288] - 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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Vitharr Foebane
Shining Flame Amarr Empire
2258
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Posted - 2015.03.06 10:17:00 -
[289] - Quote
A couple of things, with the STD and Burst HMGs getting their damage cut will we see a decrease in heat up for those weapons and will the Assault HMG be getting a spread reduction to complement it's role as a longer ranged HMG?
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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voidfaction
Nos Nothi
1263
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Posted - 2015.03.06 10:26:00 -
[290] - Quote
militia uplink and plasma cannon having less cpu/pg than the std version? What is being nerfed on the militia versons to make keep the std better?
I will finally have a use for those 2 militia bpo.
all militia/basic medium frames getting cpu/pg buff. Any plans for the milita/basic light/heavy?
noi¦Ü+ö+Æßû+(V)Faction
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CLONE ALPHA 001
T.H.I.R.D R.O.C.K RISE of LEGION
150
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Posted - 2015.03.06 10:36:00 -
[291] - Quote
two small thing i really really really really really REALLY wanna see fixed. 1. when an amarr logi dies all it links lose their bonus 2 vehicle requests denied when calling them in while inside of some sockets please fix
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Thirsty? Drink Quafe!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 10:39:00 -
[292] - Quote
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.
AV
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duster 35000
Algintal Core Gallente Federation
347
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Posted - 2015.03.06 10:46:00 -
[293] - 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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CLONE ALPHA 001
T.H.I.R.D R.O.C.K RISE of LEGION
150
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Posted - 2015.03.06 10:49:00 -
[294] - Quote
lav nerf is too much if your gonna give us more cpu/pg give us more slots so we can actually use that pg /cpu also can you look at blue on blue ramming as it is now if i just lightly bump a blue tank my lav explodes or if 2 lavs crash its game over 4 one of them if not both maybe make it so blue on blue ramming does zero damage please
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Thirsty? Drink Quafe!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 11:02:00 -
[295] - Quote
Ok I looked. The damage per clip is about where it needs to be for fighting armor vehicles. because if you can go from first trigger pull to 900 DPS and run that for a 425 round magazine at that damage level, you trivialize HAVs. There needs to be either an overheat in there or a reload period of 4-5 seconds to break the DPS chain so the tank doesn't get completely torched without recourse.
The only things that catch my eye as problematic are going to be:
Overheat: gun heats too fast at 19.8 to threaten more than an LAV.
Range: in AV this is suicide range. Doesn't take a lot for a vehicle to escape.
Reload: HMG reload times are ridiculously easy to get away or kill the wielder during.
There's another side to addressing these, however.
That would be infantry. If the range is pushed outward, and the heat reduced I would tighten the dispersion to make it harder to apply DPS in close.
The other thing I would do is treat the assault HMG the way armor-piercing explosive rounds work. Great for busting up hard armor. But regular humans (even body armored humans) are too "soft" to trigger the detonations for full damage values.
I would take Rattati's original idea of less-than 100% AV and make the gun top out around 750-800 DPS against light and medium dropsuits after skills and mods. Thus allowing the assault HMGs to compete with rifles without utterly dominating the crap out of them.
However, heavies are hard targets so no reduction.
Yes I know I've argued against this in the past for the forge gun. But there's a sharp difference between getting hit by an AP bullet and getting hit by a 6 inch kinetic sabot slug.
The AP bullets do less overall damage to soft targets. This is a known fact of life on any sort of firearm. The kinetic sabot cuts you in half and you're dead from hydrostatic shock before it ragdolls you anyway.
Also again I am iffy On AA or zoom on heavy weapons used for AV. Mostly because of the interaction with infantry.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 11:07:00 -
[296] - Quote
duster 35000 wrote: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. Ah ok. There's enough basic ammo for about 4-5 magazines.
That's comparable to the capacity of forge guns and swarms. Figure 6 shots to kill an armor HAV and you can potentially fight four of them if you are perfect (that's at level 4 ammo expansion for forge). I believe the ammo feature for the assault HMG should follow a similar pattern. It's not going to take as many bullets to kill a dropsuit even if rattati accepts my suggestions.
AV
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.06 11:21:00 -
[297] - Quote
Pokey Dravon wrote: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. The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic.
Dont get me wrong i would of been happy with a simpl nerf like that, but all of them combined with the introduction of new hulls etc.
Way to excessive.
Fully sick Anaboop trading card
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 11:39:00 -
[298] - Quote
ROMULUS H3X wrote:I got a few words.... Mid-Air Fist-Fighting. I am so Happy. You are all screwed Crouching 'Tiger' Scout, hidden 'Dragon' Scout
Sebiestor scout, MTAC pilot, Merc w/ a face
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Francois Sanchez
Prima Gallicus
299
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Posted - 2015.03.06 11:45:00 -
[299] - Quote
It's a nice hotfix, but when will we see the commandos and logis rebalance that was supposed to come right after hotfix Charlie? |
Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.06 11:49:00 -
[300] - 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.
click me
Blup Blub Bloop. Translation: Die -_-
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