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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Cat Merc
Negative-Feedback. Negative-Feedback
15391
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Posted - 2015.03.05 13:53:00 -
[121] - Quote
I am completely seeing the Assault Scrambler Rifles being the de-facto gun past Echo. The heat isn't enough of a problem to warrant such a massive bump in DPS/Range ratio.
Second highest range, fastest reload, relatively tight hip fire, great ammo economy, the only red dot sight on an assault variant, the list of things that are working for it just keep going. Buffing by 15% is a mistake and I see it backfiring very fast.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15391
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Posted - 2015.03.05 13:56:00 -
[122] - Quote
I also see the increased hive carry amount nullifying some of the Logi's importance. I would say nerf them like the Uplinks, but give Logis a bonus to return them to their previous state.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15391
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Posted - 2015.03.05 14:15:00 -
[123] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here.
You should remember what you said a long time ago, the players are good at predicting the effect of changes
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15392
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Posted - 2015.03.05 14:29:00 -
[124] - Quote
Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
508
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Posted - 2015.03.05 14:41:00 -
[125] - Quote
can we have this by next Tuesday?
Elite Gallenten Soldier
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Adipem Nothi
Nos Nothi
7290
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Posted - 2015.03.05 14:50:00 -
[126] - Quote
Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina.
Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt.
Shoot scout with yes.
- Ripley Riley
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Brush Master
Onslaught Inc RISE of LEGION
1466
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Posted - 2015.03.05 14:53:00 -
[127] - Quote
The increase in proxies carried is nice to not have to make multiple trips to lay down a mine field but I still fell, like many players, that we have to have a dedicated logi build with 3 sets of proxies to lay in one stop to kill a tank. Basically these updates still match that style.
Maybe that whats required to kill a tank but it doesn't feel like thats how it should play out. Considerations down the road might be increase amount active or damage but only allow one type of proxy out.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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BlackWinter RND
Ahrendee Inc.
112
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Posted - 2015.03.05 15:10:00 -
[128] - Quote
Man this game is just anti Caldari I see. You guys won't be happy until everyone is armor tanking.
They either lack common sense or complain about it.
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Alena Ventrallis
Intara Direct Action Caldari State
2585
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Posted - 2015.03.05 15:12:00 -
[129] - Quote
I don't snipe as a dedicated role, but I feel like removing the sniper starter suit is a let-down for the community. Sniping is a role, and should be represented on the battlefield, especially if we get meta lockout modes.
Other than that I see nothing but positives. Although I would keep a close eye on the AScR. More damage to compensate for overheat is a valid mechanic that I completely agree with, but I worry about 1) shield suits becoming even less prevalent in PC and 2) The AScR becoming OP and people wanting it nerfed into the ground. I would simply dial back the added damage until we hit the sweet spot if it indeed becomes OP.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:14:00 -
[130] - Quote
Cat Merc wrote:CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here. You should remember what you said a long time ago, the players are good at predicting the effect of changes Good luck getting everyone to swap from amsent/galsent/insertscouthere so they can be fully exploited.
AV
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Harpyja
Legio DXIV
2336
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Posted - 2015.03.05 15:16:00 -
[131] - Quote
Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)?
"By His light, and His will"- The Scriptures, 12:32
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Alena Ventrallis
Intara Direct Action Caldari State
2585
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Posted - 2015.03.05 15:22:00 -
[132] - Quote
Another point I want to make: your thread to Normalize AV profiles could quickly go very, very wrong in conjunction with a buff to the Madrugar, especially in conjunction with a module to reduce dispersion buildup. I would strongly recommend adding these changes one at a time, to ensure that we don't have another 1.7 situation on our hands, where vehicles were buffed and AV nerfed all at the same time. It may turn out that the Maddie buff puts it ahead of the Gunnlogi, in which case the prevalence of armor AV will be a blessing.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:23:00 -
[133] - Quote
Harpyja wrote:Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)? Reload times are "per magazine"
The rate of fire is getting nerfed, not the ammo count.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:24:00 -
[134] - Quote
Alena Ventrallis wrote:Another point I want to make: your thread to Normalize AV profiles could quickly go very, very wrong in conjunction with a buff to the Madrugar, especially in conjunction with a module to reduce dispersion buildup. I would strongly recommend adding these changes one at a time, to ensure that we don't have another 1.7 situation on our hands, where vehicles were buffed and AV nerfed all at the same time. It may turn out that the Maddie buff puts it ahead of the Gunnlogi, in which case the prevalence of armor AV will be a blessing. That thread is already being addressed *in detail* and shockingly non hostile fashion. By multiple people. It's amazing.
AV
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Cat Merc
Negative-Feedback. Negative-Feedback
15395
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Posted - 2015.03.05 15:28:00 -
[135] - Quote
Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg?
All for melee that is more for ***** and giggles than actually effective compared to just using my rifle?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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QORII BALOGUN
NUBIAN PHOENIX CORP
0
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Posted - 2015.03.05 15:30:00 -
[136] - Quote
Justicar Karnellia wrote:Could you also hotfix to stop people dropping into battles that are over - there have been many threads about this already - It's still happening (a lot). This^ |
Harpyja
Legio DXIV
2336
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Posted - 2015.03.05 15:32:00 -
[137] - Quote
Breakin Stuff wrote:Harpyja wrote:Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)? Reload times are "per magazine" The rate of fire is getting nerfed, not the ammo count. Are you sure? Because it says that the old reload was 4 seconds. But it was 4 seconds before individual missiles started reloading for a total reload time of 10 seconds.
I'm just pleased that they didn't nerf the ammo per mag/clip as was initially proposed down to 10 from 12.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7527
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Posted - 2015.03.05 15:50:00 -
[138] - Quote
Oh look. I have a module that will let me jump over a four inch ledge. I would be annoyed if that didn't come with the ability to skullpunch a scout with the bruce lee death fist.
AV
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thehellisgoingon
MONSTER SYNERGY
307
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Posted - 2015.03.05 15:55:00 -
[139] - Quote
Justicar Karnellia wrote:Could you also hotfix to stop people dropping into battles that are over - there have been many threads about this already - It's still happening (a lot).
I don't mind this. I have received officer dropsuit and sometimes the 1 win on a alt for reasons. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
629
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Posted - 2015.03.05 15:57:00 -
[140] - Quote
Brush Master wrote:The increase in proxies carried is nice to not have to make multiple trips to lay down a mine field but I still fell, like many players, that we have to have a dedicated logi build with 3 sets of proxies to lay in one stop to kill a tank. Basically these updates still match that style.
Maybe that whats required to kill a tank but it doesn't feel like thats how it should play out. Considerations down the road might be increase amount active or damage but only allow one type of proxy out. I use a Gal Commando with advanced Swarm/PLC and proxies. Works like a charm against drive-by HAVs that harrass objectives in skirmish, as well as on certain Dom maps. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5202
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Posted - 2015.03.05 16:33:00 -
[141] - Quote
CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
HAV resources were tuned down a bit to be future-proof for a PG/CPU boosting skills, also simply concerns for infantry balance.
Don't get me wrong, the armor hardened bonus is a much appreciated buff. I just don't want shield hardeners to feel clearly inferior due to no direct advantage over armor hardeners. I guess we'll see how it plays out and go from there.
Also glad to see you have PG/CPU skills on the table, that should appease a lot of people calling for that.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2526
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Posted - 2015.03.05 16:42:00 -
[142] - Quote
A little worried about what the NK Scouts are going to turn into.
Last week i was caught in a fight at an objective in my fast uplink/hacking proto minscout. That suit has NK, Exile AR and one shield extender for combat mods - everything else is ewar/kincats/scanner - no cloak because effectively useless.
Don't normally choose to knife-fight, so not very practiced. Plan is sprint in, drop links, hack mid/deep points and switch out asap because the suit is too expensive for my kdr.
Anyway was caught in heated firefight over middle objective and chose to knife fight so as not to draw attention to my expensive suit. Killed 12 non-nooberries in about two minutes. It really makes me wonder what these changes are going to transform NK scouts into.
NK range has already been buffed at least once and AA has been added iirc. Definitely don't want a repeat of MAG.
PSN: RationalSpark
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Adipem Nothi
Nos Nothi
7297
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Posted - 2015.03.05 16:46:00 -
[143] - Quote
Cat Merc wrote:Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg? All for melee that is more for ***** and giggles than actually effective compared to just using my rifle? You've a concern about stamina management. Dust has a module for stamina management. Why not use the module rather than further negate need for the module?
As for the the viability of ***** and giggles fits, I believe these are meant to be for ***** and giggles.
Shoot scout with yes.
- Ripley Riley
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Alena Ventrallis
Intara Direct Action Caldari State
2590
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Posted - 2015.03.05 17:06:00 -
[144] - Quote
CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Logi Bro
Brutor Vanguard Minmatar Republic
3475
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Posted - 2015.03.05 17:12:00 -
[145] - Quote
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.
I love most of this hotfix, but right here is where I have a problem. Why are we fixing a basic problem of the game with a module?
The inability to jump over a 1 foot curb is something that should be fixed at the dropsuit, increasing the jump height for everyone as a buff, why should I have to sacrifice valuable module slots just to be able to traverse the terrain?
It's like if you found a way to stop us from getting stuck in the geography, and instead of just fixing it for everyone, you introduced a module that makes you 50% less likely to get stuck in that geography. It isn't a balancing feature of dropsuits, it's just a problem for everyone.
SP Sinks? Fixed.
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Booby Tuesdays
Ahrendee Inc. Negative-Feedback
1367
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Posted - 2015.03.05 17:25:00 -
[146] - Quote
Sagas now have less HP than a Heavy? And get popped by one volley of Swarms? LOL
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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JUPA SACH
Ahrendee Inc. Negative-Feedback
413
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Posted - 2015.03.05 17:29:00 -
[147] - Quote
No changes to the amarr scout
Karma
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Sirpidey Adtur
Aloren Foundations
154
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Posted - 2015.03.05 17:32:00 -
[148] - Quote
While I am glad to see there be more low-slot modules for vehicles, I still feel like there's not much variation.
Low slot vehicle modules will fall into the following categories. Better armor tank Upgrade CPU/PG More ammo (Are these EVER relevant?) Shield regulator.
High slot has Active scanner Afterburner Better shield tank Damage booster active heat sink Clone reanimation unit
So, there's a lot more options for high slots than low slots. Perhaps we could also add back the nanofiber hulls and overdrives? |
lee corwood
Knights Of Ender RISE of LEGION
1189
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Posted - 2015.03.05 17:49:00 -
[149] - Quote
Arkena Wyrnspire wrote:
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
I don't think he meant 3x did he? i thought he meant a base +3.
If it really is 3x at least that finally gives me a reason to have so many pockets on my minLogi.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Alena Ventrallis
Intara Direct Action Caldari State
2591
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Posted - 2015.03.05 17:51:00 -
[150] - Quote
Can ADS also see some of this fititng love?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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