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Thread Statistics | Show CCP posts - 32 post(s) |
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CCP Rattati
C C P C C P Alliance
17934
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Posted - 2015.03.05 09:21:00 -
[61] - Quote
Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig.
reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17934
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Posted - 2015.03.05 09:24:00 -
[62] - Quote
Vulpes Dolosus wrote: The new starter loadouts sound really cool and interesting, showcasing some of Dusts unique weapons. I'd appreciate it you could release a spreadsheet of the planned fits for community critique.
I'm glad the small blaster is getting looked at, I think this will really help it out. I am worried that the large blaster with decreased RoF, increased damage, and the dispersion mod will become more anti-infantry focused. Sniping one or two shots in bursts is already pretty effective against infantry.
The Starter loadouts are all in the sheet .
Large Rails kill more infantry than Large blasters right now , it's ok if they get slightly better. 3 AV grenades.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Poison Diego
Dead Man's Game RUST415
568
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Posted - 2015.03.05 09:34:00 -
[63] - Quote
Nocturnal Soul wrote:Bout damn time \o/ Edit: hey so since you added a new module to vehicles do you think you can use that same idea to create resistance mods and heat sinks for infantry? Nice try AMARR SCUM!
proud CBM member
Nýja Eden er bara byrjunin.
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CCP Rattati
C C P C C P Alliance
17937
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Posted - 2015.03.05 09:35:00 -
[64] - Quote
Pokey Dravon wrote:Simple ChangesBackpedal speed only makes sense, people never moves quickly backwards as they do forwards. This will be a nice buff to Nova Knifers Jump Height increase seems fun, though I still think some base increase to jump height, even without a Mirofib, is much needed. A heavy shouldn't have to put on a module just to transverse basic terrain. Even a very small increase would help stop the Uplink Heavy Deathtraps we often see. 13% increase to Plasma Cannon alpha damage? WHERE IS YOUR GOD NOW?! BWAHAHAHAHA HMG changes look....interesting. We'll see how it all plays out. Cloak changes seem totally reasonable. When the role bonus of the Scout is the cloak, but you can't even use it until level 3 or 4 while still maintaining a viable fit....that's a problem. Hopefully this will ease that restriction up a bit. LAVsThis seems like a reasonable stopgap to cut down on the excessively tanky, unfit LAVs. I do however think we need to have a full LAV pass at a later date to truly address them. (I know you're thinking, "Oh god, I'm never doing a vehicle rebalance again!" but honestly I think you'll find the LAV crowd far less.....feisty than the HAV crowd. As for dropships well....hahahaha....good luck with that one. TurretsGeneral buff to Blasters looks pretty decent, massive decrease in magazine size is interesting to say the least. I might have to put a few more points into that reload speed now. We'll see how that plays out. Large Rails....looks like more shots per magazine....meh fine, I dont think it was needed but I can't think of a valid downside. Increase to heat buildup though....will that reduce the number of shots before overheat from 4 to 3 without a heat sink now? Large Missiles....well then, I knew they needed to be toned down a bit but I think you might have gone too far with that reload. We'll see how much it affects their performance but I'd keep an eye on that one. Vehicle ModulesSo shield hardeners will be harder to fit and armor hardeners will resist the same amount of damage now. This will probably discourage excessive stacking of shield hardeners, though I have to ask....shield hardeners do have a much shorter duration and a longer cooldown than an armor hardener. Given that Armor Hardeners will resist the same amount now, will you be looking at modifying the duration/cooldown of shield hardeners to bring it closer to armor hardeners? Shield Regulators look awesome. 2 Complex Regulators will reduce a 4 second delay down to ~1.8s which will be beastly against infantry AV (recharge delay will be shorter than AV weapon refire rate) Active Heat Sinks are awesome, I've missed them so. Dispersion Reduction modules look nice too, will be nice to give them a try. HAVsI noticed you decreased the resources for both HAVs (at least at the Proto level I checked), what is your reasoning behind this? The increase to skill multiplier is interesting to say the least. Do you have plans to add a bonus/level to this skill in the future?
Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
HAV resources were tuned down a bit to be future-proof for a PG/CPU boosting skills, also simply concerns for infantry balance.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17937
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Posted - 2015.03.05 09:36:00 -
[65] - Quote
Sinboto Simmons wrote:Interesting idea to make the LAVs less protected, have you considered adding another slot as well? Or adding ADV/PRO LAVs?
Currently the slots are 1/2 and 2/1 methana-saga respectively, with the decrease in health I'm concerned with the LAVs becoming nothing more than scanning platforms and not actual attack vehicles. Especially considering how little hp the modules actually give.
Not to mention that it's very unlikely that a saga could be anywhere near as effective with one of two valuable slots taken by a scanner.
Just my thought, but take a look if you may.
That is easily the best way to buff LAV's, adding slots. Good point (for later)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
Prima Gallicus
292
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Posted - 2015.03.05 09:37:00 -
[66] - Quote
I'm concerned about the AScR, it's actually not that weak atm, it's just the OP ScR (still nothing to nerf it?) that beats it everywhere so nobody is using the assault variant. Also in PC the meta is even more favouring armour tanking than the public meta, so a laser weapon can't be a good choice. You know, if people use a weapon over another, it's often because it performs better. You can't make a laser weapon as good as anti-armour weapons in an armour meta without making it OP. And plz reduce the max RoF of the scrambler rifle, first because it's too good and then that would make the AScR more useful.
Otherwise I like the other changes, I've been waiting for that hotfix for a long time. When can we hope to see it deployed? |
Jebus McKing
Nos Nothi
1625
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Posted - 2015.03.05 09:39:00 -
[67] - Quote
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.
Jebus hates scans.
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CCP Rattati
C C P C C P Alliance
17938
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Posted - 2015.03.05 09:43:00 -
[68] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
Prima Gallicus
292
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Posted - 2015.03.05 09:45:00 -
[69] - Quote
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). |
Iron Wolf Saber
Den of Swords
18761
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Posted - 2015.03.05 09:48:00 -
[70] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 09:51:00 -
[71] - 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
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Posted - 2015.03.05 09:52:00 -
[72] - 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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VALCORE72
Dead Man's Game RUST415
222
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Posted - 2015.03.05 09:52:00 -
[73] - Quote
again JUMP MODS are a really really bad idea . you will see scouts are going to have a field day again . if heavys wanted to jump dont put so many plates on |
Haerr
Nos Nothi
2435
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Posted - 2015.03.05 09:57:00 -
[74] - Quote
if we have already specced lvl 5 in HAVs will you deduct SP from our unallocated pool or will it be like in EVE? |
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CCP Rattati
C C P C C P Alliance
17943
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Posted - 2015.03.05 09:57:00 -
[75] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sequal's Back
Dead Man's Game RUST415
356
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Posted - 2015.03.05 10:00:00 -
[76] - Quote
Let me create other accounts I need to like this a thousand times.
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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Francois Sanchez
Prima Gallicus
293
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Posted - 2015.03.05 10:01:00 -
[77] - 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.
I agree that before it was too powerful, however at that time the scout had a better scan range, the directional arrow and finally hadn't a cloak delay. Now you can have the silly situation where a scout is cloaked and has an enemy 5 meters next to him and doesn't notice him, whereas if the enemy is a medium suit, he may scan the scout. Also it's really frustrating to run cloaked into a bunch of enemies without knowing it, and then with the one second delay (that needs to be kept) you can't even try to defend yourself. A removal of the scan range penalty may be too much, but don't you think 85% is exagerated? The cloaked scout is the only suit in the game not able to spot a sentinel within 10 meters. |
Francois Sanchez
Prima Gallicus
293
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Posted - 2015.03.05 10:07:00 -
[78] - Quote
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.
Sure, but would it be OP if a cloaked scout was able to detect a sentinel within 10 meters? I'm not necessarily asking for a full removal, but for a reduction of the penalty, maybe to 60% or something of that kind. I've also proposed a while ago to reduce the range penalty, but also add a precison penalty so that scouts can spot sentinels within something like 15 meters and medium suits within 7.5 meters. And maybe make smaller the higher tier cloak penalty to push people to use a PRO cloak |
voidfaction
Nos Nothi
1245
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Posted - 2015.03.05 10:07:00 -
[79] - Quote
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?
noi¦Ü+ö+Æßû+(V)Faction
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duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 10:14:00 -
[80] - 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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DUST Fiend
15945
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Posted - 2015.03.05 10:17:00 -
[81] - Quote
Vulpes Dolosus wrote:DUST Fiend wrote:CCP Rattati wrote:duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too... They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range. Any word on letting the camera move with the turret while in first person on an ADS? There aren't enough controls to do this. The only option would be slightly up (remember the turret is on the bottom of the ADS) or down wth the right stick, though I personally don't recommend this. Honestly I don't see why anyone wants this. The ADS always shoots slightly forward unless you're nose up. The passive/LoS scans always allow a chevron of an enemy blocked by your hull. Not to mention the huge inconvenience first person is or how a moving camera will mess up air-to-air fights. Not enough controls? It already exists, just in third person. The EXACT same controls could be used, but instead of locking the first person cam in place, it swivels, exactly as it does in third person. This allows a pilot who is familiar with his craft to actually SEE (holy cow) the infantry that he's shooting, which actually allows for small blasters to be used as front guns. Even with the chevron many many times it just blends into the light of the hull.
I'm not sure what the resistance is to letting pilots see what they're doing
Contests, Sales, Writing etc
Fly Safe
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Francois Sanchez
Prima Gallicus
293
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Posted - 2015.03.05 10:20:00 -
[82] - Quote
duster 35000 wrote: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.
The funny think with the shimmer is that it makes you easier to spot in the shadows than in the light. It's kinda counter-intuitive. I don't have a particular problem with the shimmer in its current form, but if it gets changed, I would like it to look like a shadow rather than a neon. It would make you harder to detect in dark areas which is more logical |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
145
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Posted - 2015.03.05 10:23:00 -
[83] - Quote
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 like that. I also like the idea of not being penalized for equipping it but not using it. Can that be fixed?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Sinboto Simmons
Dead Man's Game RUST415
7876
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Posted - 2015.03.05 10:30:00 -
[84] - Quote
Honestly I believe the cloak to be rather useless, unless you're hacking or going up ladders, the quote invisibility unquote, is clearly visible while moving and hampers your combat effectiveness. Also at the cost of our already nerf hammered EWAR capabilities.
If you're experienced enough to you can do just as well without a cloak as with one, the reason many scouts are now running equipment in that slot now: there's no real reason to use the cloak in most situations as it is.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
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Posted - 2015.03.05 10:39:00 -
[85] - Quote
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 hate all Updates after Uprising 1.7 and the RailRifle nerf! Only selfrepair is cool, but havy need more HP/s
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7524
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Posted - 2015.03.05 10:41:00 -
[86] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone My counterpoint is the assault forge gun isn't considered OP versus infantry. The only real difference between the two is how fast you can get the shots off. The assault forge lunks rounds a lot faster overall. The PLC is only faster for one shot.
PLC is also harder to hit with.
AV
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VALCORE72
Dead Man's Game RUST415
222
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Posted - 2015.03.05 10:44:00 -
[87] - Quote
ok if the jump mods are added what do you plan on doing with re's ?? since this will increase throw range of it ?? nova knifes buff ?? they do 1900 damage plus on a suit running at 11 that breaks hit detection ? |
Baal Omniscient
Qualified Scrub
2186
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Posted - 2015.03.05 10:46:00 -
[88] - Quote
Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_-
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
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Posted - 2015.03.05 10:46:00 -
[89] - Quote
CCP Rattati wrote:Dear players, We are removing all vehicles from the OMS gamemode. Ambush and OMS will from now on be infantry only, a traditional Team Death Match mode. Now I may have slightly misquoted you here rattata, but thus is what you said right? Instead of giving the OMS game modeits queue back, you're kicking pilots out of a second gamemode by eliminating player owned OMS from the OMS game mode? So its just an ambush now then.
An entire game mode that had a strong following among pilots and av instead of being reinstated is being delivered the finishing blow? And still we can't purchase or call in turrets or other installations. Dark days, my friends. And I see tanks yet expanded but no word on logi vehicles or scout lavs. I'd stop crying about mtacs for a little if I could have my Callisto back. Just for a little. I'll push for mtacs until there is no more EVE if I have to. We were promised mtacs in 2013
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
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Posted - 2015.03.05 10:49:00 -
[90] - Quote
Baal Omniscient wrote:Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_- Baal how could you?! Besides, sentinels have been stealth kill proof for awhile. We need this, let us have it.
CCP rattati while were talking about realism, why does the guy who layers on 3 sets of armor turn as quick as thevgiy who has no armor and does have biotic upgrades?
Sebiestor scout, MTAC pilot, Merc w/ a face
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