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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Ripley Riley
Incorruptibles
8179
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Posted - 2015.03.06 20:47:00 -
[361] - Quote
Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V.
Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side.
4 out of 5 dentists agree that orange is not a sound.
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Cat Merc
Negative-Feedback. Negative-Feedback
15409
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Posted - 2015.03.06 20:48:00 -
[362] - Quote
Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Alena Ventrallis
Intara Direct Action Caldari State
2610
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Posted - 2015.03.06 20:51:00 -
[363] - Quote
I agree wholeheartedly with the damage buff. The overheat is sufficient drawback to warrant more damage.
I am iffy on the amount of damage increase. 15% is a pretty big jump. Wouldn't a smaller 10% buff be better, and we can dial it in from there?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Cat Merc
Negative-Feedback. Negative-Feedback
15409
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Posted - 2015.03.06 20:53:00 -
[364] - Quote
Alena Ventrallis wrote:I agree wholeheartedly with the damage buff. The overheat is sufficient drawback to warrant more damage.
I am iffy on the amount of damage increase. 15% is a pretty big jump. Wouldn't a smaller 10% buff be better, and we can dial it in from there? Yeah, look at the stats I posted. It clearly shows that the overheat is a non factor on the new AScR lol
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
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Posted - 2015.03.06 21:05:00 -
[365] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now? Are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc.
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
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voidfaction
Nos Nothi
1265
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Posted - 2015.03.06 21:16:00 -
[366] - Quote
Cat Merc wrote:New AScR damage before overheat: 2352.9 New AScR damage before overheat w/Amarr Assault: 3137.2 Duvolle damage before reload: 2380
AScR DPS: 494.11 Duvolle DPS: 453.33
AScR vs Shields: 592.93 Duvolle vs Shields: 498.663
AScR vs Armor: 395.228 Duvolle vs Armor: 408
AScR effective range: 88m Duvolle effective range: 70m
AScR reload time: 2.5s Duvolle reload time: 3s
Duvolle mag size: 70 AScR mag size: 72
So... Still think the new AScR will be fine? Because the way I see it, it does more damage before overheat than a Duvolle does in an entire clip, its clip is larger, it reloads faster, it has more range, and to top it all off, it barely drops against armor compared to the Duvolle.
That's right, it has nearly the same DPS vs armor as the Duvolle, AND it does 100 more DPS than the Duvolle against shields. They need a new FOTM to push respec sales. Next month they will buff the ar because nobody is using it because they all changed to ascr. Stats don't lie. They show nobody is getting kills with them in the perfectly balanced armor / shield meta we have on suits. You know flux grenades had 0 kills in the stats so I think they should be buffed as well, lol
noi¦Ü+ö+Æßû+(V)Faction
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
163
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Posted - 2015.03.06 21:17:00 -
[367] - Quote
Breakin Stuff wrote:Honestly griev I'd love to see mass affect suits. Inertia as well.
But allow me to amend a half concept I have.
I feel heavy weapons rigged to dominate the long game and provide fire support should be clunky , and unwieldy in close. So if we take a ranged Hmg that has a 70-100 optimal then a scout or assault should absolutely have a clear advantage if they get within 20m.
By yhe same token breach and CQC weapons can't be clunky. Which brings me to the burst HMG. If you get a llittle too excited? It kills you. If you have excellent self control it's devastating. But it isn't the "insert logi, hold down trigger."
Because of how heavies work and how they do attrition combat if the long rang weapons got hammered in close and the cqc weapons weren't just casually easy to farm kills then we wouldn't have to worry.
Heavies would be a rock solid support platform that has flexibility if you change loadouts. It shouldn't be as flexible as a lighter frame or commando. I.E. you set up for a specific job. If sents worked more like that choices and tactics would matter.
It's why sure, were Rattati to adopt say my scram lance, even at level 5 if you hold the trigger down to the end of the magazine you're going to eat 720 damage because yhe gun won't seize, it'll try to kill you. On the ansent the DPS isn't as obnoxious. But the amsent would take 355 damage. Less to armor.
I loke heavy weapons to have good power. But they need exploitable drawbacks. Oh yeah. I've been meaning to mention, I read your av spreadsheet awhile back and noticed you stole the overheat mechanism from my old flamethrower concept lol. When I think about it, I'm still not sure about a hmg losing out to assaults with rifles, bc that's definitely a range game, but I think a commando should certainly eat up a sentinel with long range weapons. Prolly assault too I guess, I'd want to play around with it a bit and see how things balance out, but I definitely agree that heavy weapons should have devastating power, but devastating consequences for misusing them. As well, long range weapons should be clunky at short range. On my calmando alt, I can sit back a bit with a rail rifle and ping on people all day long, rack up kills, and have no fear of being more than mildly hurt unless a sniper, a gal scout with a sshorty, or a cal assault with another rr shows up. Once my dps is cancelled out by an opponents range, im a sitting duck
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7574
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Posted - 2015.03.06 21:17:00 -
[368] - Quote
we've been trying to get the dispersion lowered for a while now.
The Dev of Doom is rebuilding it now.
from the looks of it, it will be awesome.
and hilarious.
but mostly awesome
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7574
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Posted - 2015.03.06 21:20:00 -
[369] - Quote
if we're getting a new FOTM, is it cheating if I'm already skilled into it solidly?
Just asking, for research purposes of course.
AV
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 21:22:00 -
[370] - Quote
Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there.
So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Cody Sietz
Random Gunz RISE of LEGION
4415
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Posted - 2015.03.06 21:47:00 -
[371] - Quote
The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5200
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Posted - 2015.03.06 21:53:00 -
[372] - Quote
Cat Merc wrote:Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek.
Same here.
And again, this buff is overkill. Severe overkill.
Usually banned for being too awesome.
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Funkmaster Whale
Whale Pod
2905
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Posted - 2015.03.06 21:58:00 -
[373] - Quote
Like some others have said, the AScR and Laser weapons in general needed their profile tuned IMO more than the damage. Laser rifles are already incredibly strong vs shield-tanked suits, this will just make it damn near impossible to lose vs a shield-suit if you're running any ScR weapon. Right now as any shield suit, the moment you hear those laser sounds coming from your opponent you pretty much just have to pray that the enemy is really bad, because in most scenarios any ScR will just completely shred you.
I think damage profiles in general should be tuned down a bit. Like, Laser and Explosive are currently the maximums for shield/armor damage at +20% for shield/armor respectively. These should be brought down to +10%, with rail/projectile/plasma all sitting below that. This would, I think, give a lot more viability for weapons to be useful. Right now the issue with certain unfavored weapons is that they're not practical for all scenarios. Weapons like the Combat Rifle, Rail Rifle, HMG, are practical for all scenarios because they do plenty of DPS to take down whatever meager shield numbers most people run, and then they absolutely shred the typically much higher armor numbers.
IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
The other upside from this is that it would increase TTK by a little bit. This would be due to Proficiency skills factoring a tiny bit less than before. For example, efficiency vs armor on projectile with Prof. V would be 123% instead of 132% it is currently, while shield would be 92.5% instead of 85%. In this case, you'd trade +7.5% shield damage for -9% armor damage if factoring Proficiency skills. Basically it would be a nerf to all the Veterans how already have their skills maxed.
Follow me on Twitch.tv!
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Cody Sietz
Random Gunz RISE of LEGION
4415
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Posted - 2015.03.06 22:00:00 -
[374] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek. Same here. And again, this buff is overkill. Severe overkill. Yeah, I think he's going by what the community is saying about the weapon and by the fact that the weapon isn't used much, rather then seeing how the weapon actually performs.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:04:00 -
[375] - Quote
Pokey Dravon wrote:DarthJT5 wrote:J Missiles were already a niche turret, now your making them flat-out unviable. To be fair, the instagank mechanic really made armor tanking unenjoyable because well....no one likes to be instaganked with little ability to retaliate. I think something needed to change, but I also don't think I'm a huge fan of what happened. From what I can tell the damage per magazine didn't change, it just takes twice as long to apply the damage now and then....more reload time for some reason. I guess I feel like the concept of "I have to drop all 12 of these missiles into the guy and instakill it, otherwise I'm going to die during the reload" is.....really not going to be enjoyable overall. At the very least i don't think it suits a Missile Turret. I mean lets try to look at it this way: Blasters do crazy DPS up close with good tracking, but fail at long range due to falloff and sustained damage because of overheat and magazine size. Railguns do good burst damage at range with crappy tracking, but fail at close range due to tracking and sustained damage because of overheat and magazine size. Typically Missiles in EVE are useful because they are effective at any range from 0km to their max flight range of Xkm. They quite good at doing long sustained damage thats typically very consistent DPS. So why don't we instead move away from the "Instagank" concept we're trying to dance around with Missiles and go with a more "Effective at many ranges with moderate DPS but supurb sustained DPS because it lacks an overheat mechanic". In other words I would drop down the damage per magazine considerably, but also drastically decrease the reload time. That way the first volley is not lethal, but it will do considerable damage to an enemy vehicle (Preferably with its hardener down) but not kill it, and then quickly recover with a swift reload for round 2. The idea is that you want to ambush the vehicle to do as much damage as you can with the hardener down with the full understanding that you're not going to kill it, so that when the hardener does come up, the target vehicle is at much lower starting HP for the engagement. Missiles should be effective at both short and long range, and while they may not be able to out-DPS the other turrets within their overheat time, their sustained DPS is considerably higher once the Blaster and Rail have to wait to cool off/reload.
This is generally how the Rockets of old worked. Consistent fire raining down on targets until they died. It for the most part worked as well, just needed slight buffs.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:08:00 -
[376] - Quote
DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
Rails should have got a nerf as well imo. We'll just have to see.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:13:00 -
[377] - Quote
Lorhak Gannarsein wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
1: It's that and rails.
2: lol. you can't be serious, because if you were, you would look hella dumb right now.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:15:00 -
[378] - Quote
DarthJT5 wrote:Godin Thekiller wrote:HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL? Because It being a better CQ weapon than blasters is silly. Which warranted a DPS nerf. Not a nerf to every stat besides range...
Which is fair, never said it wasn't. I still think rails should get a nerf as well, and they'll pretty much be on the same page (well, we'll see how the heat changes turn out). Through this, blasters and Rockets will pretty much be on the same page.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:16:00 -
[379] - Quote
duster 35000 wrote:duster 35000 wrote: i just stack extenders and regulators. and a cardiac regulator at proto. its the most functional fit ive come up with that cover a wide range of scenarios
That's alot worse than armor...stacking extenders and a cardiac reg? Good luck with the crappy regen, you may as well use armor at that point.
Why are you responding to yourself exactly?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:18:00 -
[380] - Quote
duster 35000 wrote: Gunlogis don't use nitro, maddy's do.
I've seen nitro Gunnlogi fits, and that can easily be understand as a euphemism for getting the **** out of dodge.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:20:00 -
[381] - Quote
Tebu Gan wrote:Pokey Dravon wrote:
Just throwing this out there but if we assume both will be 40%....is anyone really against just making them have the same duration/cooldown too?
If they are going to be the same in strength, cooldown and uptimes need to be equal as well. So nope, not against it at all.
I'd rather it just be lower tbh. I was actually expecting it not to be buffed, but stay the same as it is now. I wouldn't mind it be 30% and shields be 40% though.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:31:00 -
[382] - Quote
Derpty Derp wrote:CCP Rattati wrote:Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
ThatGÇÖs it for now, please let us know your thoughts and give us constructive feedback. I doubt anyone will listen to one of the few people who have actually been using the small blaster over the past few months... They do not need buffingDon't ask me why no one uses them, or why some people who get in my tank/LAV can't hit a heavy stood still directly in front of them. But for gods sake, trust me when I say I can mow people down with them. 1v1 against a blaster LAV, infantry is boned, it can't run fast enough to escape, unless it's right next to cover (and even then it's 50/50.) A tank with one small blaster on the front, can mow down swarmers (which I like, but the infantry will not.) Forge gunners are so fat and slow, you will almost always get a headshot kill. This isn't going to adversely affect me in any way, it's just going to make me stronger. But please Rattati, try one of these things out in a few matches, get used to aiming with it and see just how wrong this buff is. ~~~ Everything else looks interesting, if not promising, especially nerfing the spray-ability of the rails and upping the cost of multiple hardeners.
I used to be able to easily get kills with smalls. Not now. They are way too inaccurate to hit anything, and even if they do, Hit detection fucks it up. This change will help a lot.
EDIT: Also, be sure not to do that with a HAV around. I've been seeing people using the LAV guns more, and I would be sad if you did that **** around be, especially after Echo.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5235
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Posted - 2015.03.06 22:31:00 -
[383] - Quote
DarthJT5 wrote:Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there. So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO.
Pretty much. Im glad Rattati is looking at making the Large Missiles work better, but I think it may take a change in philosophy to make them work properly....I'll try to get off my ass today and work on some numbers.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders
2956
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Posted - 2015.03.06 22:34:00 -
[384] - Quote
Derpty Derp wrote:CELESTA AUNGM wrote:"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed. The majority of players can't pilot an ads for peanuts, but that hasn't stopped balance being based around those who can use them. I've always seen the jumpyness of the small turrets as a problem by itself, which this will not solve... This will leave it just as difficult to hit something while moving, while everyone complains about the drivers who position well and slow down to let them shoot... Followed by a nerf. I could be wrong though... Time will likely tell.
The fact that it can't hit anything due to a ******** dispersion is why you can't hit anything while moving.....
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7575
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Posted - 2015.03.06 22:50:00 -
[385] - Quote
Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons.
If heavy turn speed is lowered I GUARANTEE you will see a mass return of heavy light weapons.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
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Posted - 2015.03.06 22:50:00 -
[386] - Quote
Raffael-Puma Austria wrote:Breakin Stbuff wrote:are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc. But the assault hmg isn't suppose to win against other hmgs at cqc. Its supposed to be more effective at long range but loses at cqc compared with the normal hmg Also, CCP Rattati, can we please get you to weigh in a little for this guy, he went through quite a bit of effort to get his point made in English even though its obviously not his native language
Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that
Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
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Posted - 2015.03.06 23:01:00 -
[387] - Quote
Funkmaster Whale wrote: IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
IMO the profiles should be defined differently. Can we see something like:
LaserGåÆEM ExplosiveGåÆExplosive RailGåÆKinetic PlasmaGåÆThermal ProjectileGåÆ80% Kinetic, 20% explosive
It isn't perfect, but its a fair start to lay the foundation for separating ammo and guns. In the meantime, swarm rockets could be changed to kinetic(now called rail) damage profile and the animation have some lightning instead of an explosion when it hits. This would slightly alter its usefulness as conpared to now by making it a hybrid weapon(a graviton rocket, as swarms should be if theyre caldari with no option to load a different type of rocket) I would like to stress however that EM rockets, thermal rockets, and explosive rockets should exist, but they should be amarr, gally, and min rockets that can be loaded into a swarm launcher. Until then I feel for lore and calmando reasons it needs to be kinetic
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
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Posted - 2015.03.06 23:07:00 -
[388] - Quote
Saxonmish called, he wants his Vayu back.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7575
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Posted - 2015.03.06 23:11:00 -
[389] - Quote
Greiv Rabbah wrote:Raffael-Puma Austria wrote:Breakin Stbuff wrote:are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc. But the assault hmg isn't suppose to win against other hmgs at cqc. Its supposed to be more effective at long range but loses at cqc compared with the normal hmg Also, CCP Rattati, can we please get you to weigh in a little for this guy, he went through quite a bit of effort to get his point made in English even though its obviously not his native language Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE! the turn speed thing was removed in closed beta before minjas existed.
There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass.
AV
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Sequal's Back
Dead Man's Game RUST415
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Posted - 2015.03.06 23:21:00 -
[390] - Quote
When do you plan to release it? Before the end of March?
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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