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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
Aeon Amadi
Chimera Core
8921
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Posted - 2015.03.05 17:58:00 -
[151] - Quote
Cool.
Glad we're finally going back to the 1.7 balance with HMGs. Looking forward to actually being competitive again in CQC fighting. Might actually be able to enjoy playing in CQC again instead of having to run my Minmatar Assault and kiting all day.
Although the ASCR might replace my Plasma Rifle. I've got a few million SP unallocated so it could be fun to dip my toes into the Amarr Assault.
Small blaster buff is cool as well, still need some way to stay alive in an LAV to use it as a suppression platform though. Inability to lock scrubs out of the driver seat and not having any defense kinda puts too many disadvantages on it.
HAV progression looks fun. Not sure if I'll actually invest into it but it does look fun to try, at least.
All in all looks like a really good hotfix - only outstanding concerns are the ASCR potential over-buff and how the backpedal speed affects... well, everything, for sake of "other FPS games" and "melee" (scouts). I've made my opinions known about this before. Just think it's going to be hilarious when/if we change it back in a few months
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Darth-Carbonite GIO
Random Gunz RISE of LEGION
1737
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Posted - 2015.03.05 18:07:00 -
[152] - Quote
In the "Simple Changes" section, could we add the reduction of the terrible vehicle hardener glow? I feel that this issue goes hand-in-hand with the success of the new gunner tanks, and it wouldn't be right to gimp their viability right out of the gate.
Other than that, YAY FOR THE ASCR!!!
Make my Scrambler Pink!
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Darth-Carbonite GIO
Random Gunz RISE of LEGION
1737
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Posted - 2015.03.05 18:08:00 -
[153] - Quote
Oh, and could we add those colors to the rest of the officer weapons?
Make my Scrambler Pink!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7534
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Posted - 2015.03.05 18:11:00 -
[154] - Quote
Darth-Carbonite GIO wrote:In the "Simple Changes" section, could we add the reduction of the terrible vehicle hardener glow? I feel that this issue goes hand-in-hand with the success of the new gunner tanks, and it wouldn't be right to gimp their viability right out of the gate.
Other than that, YAY FOR THE ASCR!!!
honestly when I'm gunning for someone in a turret I don't have hardener glare problems. Maybe it's a display setting issue?
AV
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
242
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Posted - 2015.03.05 18:35:00 -
[155] - 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.
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.
daddy Rattati lovin' his stati's!
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KrazyEyeKilla
Nyain San
34
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Posted - 2015.03.05 18:44:00 -
[156] - Quote
Will we be able to make more fittings? This is badly needed. |
HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
55
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Posted - 2015.03.05 18:44:00 -
[157] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote: Movement We are going to reduce backpedal speed, to 85% of forward speed. There are three main reasons, 1) itGÇÖs silly to walk as fast backwards as forward, and not the case in common fpsGÇÖs, 2) itGÇÖs too easy to kite an opponent at range, f.ex. tilting the favor to range over dps on rifles, 3) melee attacks are difficult to master, especially if you canGÇÖt catch up after your first swing.
Will this affect backwards movement when jumping? Side note for something else in the hotfix. Would it be possible to increase the frequency of the maps that are just a large socket with very tight red lines? These are very fun and seem to run much better in terms of performance. Good idea I agree with everything except the rail/missle build up cost. Tank battles will last 10 minutes notw. GOOD JOB CCP ANOTHER PROBLEM.
I WILL WIN... DESTINY
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m621 zma
311
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Posted - 2015.03.05 19:03:00 -
[158] - Quote
Any chance that switching from an unactivated cloak to either eq or weapon will be 'fixed' or are you still not able to code? 'If $cloak='on' then let $swapping ='slow'? |
m621 zma
311
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Posted - 2015.03.05 19:05:00 -
[159] - Quote
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.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9736
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Posted - 2015.03.05 19:06:00 -
[160] - Quote
Alena Ventrallis wrote:CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with. Have you seen the new numbers for Madrugars?
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Cat Merc
Negative-Feedback. Negative-Feedback
15404
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Posted - 2015.03.05 19:07:00 -
[161] - Quote
Adipem Nothi wrote: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 concerns about the viability of your ***** and giggles fits, ... ... That's the thing though, I want some ***** and giggles fits to work. Why shouldn't I be able to punch a scout to the curb if I triple stack myo stims? That's a bunch of HP and damage lost right there lol
The fact that there is a module to help with stamina doesn't help with the viability. AR used to do far too little damage compared to its other brethren, that doesn't mean because damage mods exist that it's suddenly ok.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1294
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Posted - 2015.03.05 19:33:00 -
[162] - Quote
Pokey Dravon wrote:CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
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.
I really don't like the idea. The statement " hardening your shields, you still have them" is a bit hard to understand. I think Rattati is missing the point on that. Maybe a bit of clarification on what that means would help.
But there is a fundamental differences between the two. My main point, shields take damage FIRST. Unlike a maddie, a gunny has no buffer for incoming damage. Meaning hardeners must be used preemptively to incoming damage.
Unlike a maddie that has some buffer, allowing them to utilize the full use of their hardener. So couple this with the longer active time and shorter cool down time (needs confirmation) plus being just as powerful as a shield hardener, armor hardeners are by far the best.
So this really needs to be reevaluated and changed. The differences don't need to be large between the two but they need to be there.
Not to mention armor has a much higher Ehp naturally, so it makes a LOT of sense why they don't quite match the gunnies hardeners in strength. And keep in mind hardeners don't function if there is nothing to harden, and shields always take damage FIRST.
I hate to say it, but I see armor being the top dog in tank on tank engagements with this change. A simple change from 40 to 30 or maybe even 35 percent would make a lot more sense. That or address the longer uptime of armor hardeners to come more in line with shields.
Tanks - Balancing Turrets
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Adipem Nothi
Nos Nothi
7312
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Posted - 2015.03.05 19:37:00 -
[163] - Quote
Cat Merc wrote:Adipem Nothi wrote: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 concerns about the viability of your ***** and giggles fits, ... ... That's the thing though, I want some ***** and giggles fits to work. Why shouldn't I be able to punch a scout to the curb if I triple stack myo stims? That's a bunch of HP and damage lost right there lol The fact that there is a module to help with stamina doesn't help with the viability. AR used to do far too little damage compared to its other brethren, that doesn't mean because damage mods exist that it's suddenly ok. AR fits =/= Giggle fits.
If we're going to assign a "stamina cost reduction" property to a module, why would we pick any module other than the CardReg? The Myofib's jumps will likely prove sufficient to warrant its utilization. Good for build diversity. If Myofib jumps prove to be fun and/or effective, then maybe we'll see an increase in demand for the under-utilized CardReg as well. Also good for build diversity.
I could be wrong, but I don't think that making melee suits competitive is the focus of the Myofib change. If making melee suits competitive is the priority, it seems to me there'd better and more direct ways to go about doing it.
Shoot scout with yes.
- Ripley Riley
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voidfaction
Nos Nothi
1260
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Posted - 2015.03.05 19:52:00 -
[164] - Quote
Cat Merc wrote:Adipem Nothi wrote: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 concerns about the viability of your ***** and giggles fits, ... ... That's the thing though, I want some ***** and giggles fits to work. Why shouldn't I be able to punch a scout to the curb if I triple stack myo stims? That's a bunch of HP and damage lost right there lol The fact that there is a module to help with stamina doesn't help with the viability. AR used to do far too little damage compared to its other brethren, that doesn't mean because damage mods exist that it's suddenly ok. How are you losing dmg? It does not say melee dmg is being replaced with jump height it is ADDED to them. myo's will be for melee dmg and jump.
noi¦Ü+ö+Æßû+(V)Faction
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Bright Cloud
Namtar Elite Gallente Federation
836
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Posted - 2015.03.05 19:58:00 -
[165] - Quote
I would like to know what happends if we decide to spec into HAV operation lvl5 right now before the training costs gets increased. Are im going to end up with negative SP or will you handle it like on eve where SP is just going to get added to your overall SP pool. After all its a difference of roughly 1.2 million SP.
Bright is the opposite of dark! Who would have thought of that?!
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 20:11:00 -
[166] - Quote
If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit .
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3172
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Posted - 2015.03.05 20:14:00 -
[167] - Quote
13% increase in Plasma Cannon Damage!!!
YU FOOKIN WAT M8!!
So now I will always one shot those heavies!? Kappa
Seriously, that change alone has honestly made my day! Thank you CCP gods, what do you require as a sacrifice!!?
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3172
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Posted - 2015.03.05 20:16:00 -
[168] - Quote
el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit .
What do you use man?
I run the dragonfly with a KLA and toxin smg.
Complex precision enhancer in the high's,
2 x complex kin cats and a complex dampener in the lows.
Basic flux and 2 compact nano hives. I have finally level 5 maxed everything for the PLC and it all fits :D
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
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Posted - 2015.03.05 20:25:00 -
[169] - Quote
el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit .
As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields.
Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields
Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields.
Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge.
Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting.
Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances.
Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong.
this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it.
Have fun.
AV
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 20:26:00 -
[170] - Quote
My dragonfly is an assault
Militia PLC w/an M512smg LaiDai AV nades (finished skilling nades recently so put these on to test them) Compact hive
probably some hp/regen/damp/DM mix, built the fit so long ago I don't really remember the specifics mod-wise
Cannon is prof5, Opti5, ammo and reload 3or4 iirc (Logi primary, my weapon skilling path not been typical)
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 20:32:00 -
[171] - Quote
Breakin Stuff wrote:el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit . As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields. Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields. Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge. Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting. Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances. Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong. this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it. Have fun.
Assault PLC frames vs Mandos tho have the benefit of movement speed and lower profile so while they're doing less damage round for round they're in a much better place to chase a tanker back to the redline. Scouts (when they can fit it) are even better at it.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
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Posted - 2015.03.05 20:34:00 -
[172] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit . As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields. Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields. Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge. Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting. Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances. Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong. this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it. Have fun. Assault PLC frames vs Mandos tho have the benefit of movement speed and lower profile so while they're doing less damage round for round they're in a much better place to chase a tanker back to the redline. Scouts (when they can fit it) are even better at it. actually assaults with three damage mods have a higher alpha than a galmando can reach. It's that 25% reload speed galmandos get which pushes them up, because reload speed is the gate through which all plasma cannon love passes.
AV
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2496
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Posted - 2015.03.05 20:39:00 -
[173] - Quote
Breakin Stuff wrote:el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit . As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields. Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields. Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge. Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting. Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances. Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong. this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it. Have fun. Assault PLC frames vs Mandos tho have the benefit of movement speed and lower profile so while they're doing less damage round for round they're in a much better place to chase a tanker back to the redline. Scouts (when they can fit it) are even better at it. actually assaults with three damage mods have a higher alpha than a galmando can reach. It's that 25% reload speed galmandos get which pushes them up, because reload speed is the gate through which all plasma cannon love passes. Yeah, Galmandos are the best PLC suits, no doubt. They get what is equivalent to a ~30% buff to PLC DPS.
Home at Last <3
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 20:58:00 -
[174] - Quote
Breakin Stuff wrote:el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit . As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields. Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields. Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge. Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting. Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances. Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong. this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it. Have fun. Assault PLC frames vs Mandos tho have the benefit of movement speed and lower profile so while they're doing less damage round for round they're in a much better place to chase a tanker back to the redline. Scouts (when they can fit it) are even better at it. actually assaults with three damage mods have a higher alpha than a galmando can reach. It's that 25% reload speed galmandos get which pushes them up, because reload speed is the gate through which all plasma cannon love passes.
I'm not going to debate reload speed benefits with plcs, my only point is that if it's going to do normalized damage to shields and armor as AV the 13% buff is pretty high and will likely prove itself unneccessary if not outright OP, which then puts it onto the nerfbat table. Which is my dog in the race: don't get the PLC nerfed, the thing is fine.
I'll continue to wield all the damage ccp is willing to have it do. The QQhard community tho is probably not.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:08:00 -
[175] - Quote
I am highly opposed to the AScR Buff. In the current stage, they can melt my 600 shields at STD/ militia level in under a second. I cannot imagine what consequences that this buff will have toward shield users. This will force not only me, but a lot of the community to again change over to armor.
The problem isn't that AScR is weak, it's that not a lot of people use shield suits. As a shield tanker, I find that shield damaging weapons do wayy to much damage to shields ( Especially Lasers) which make me go back to Armor again and Again. No weapon destroys Armor as fast as a ScR or AR destroys shields.
I can assure you that if Shields were the FOTM, you would look to buff the Combat Rifle because nobody is using it even though it is quite good at destroying armor.
You are trying to balance a Anti-Shield weapon vs Armor because this is an Armor dominated game. As you keep buffing the AScR, you will notice less and less people will run shields. These buffs continuously nerf shields.
The only way I can think of buffing the AScR is giving it 15+/15- shield armor.
Acquire Currency, Disregard Female Canis lupus familiaris
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:09:00 -
[176] - Quote
more or less I'm hoping the profiles aren't removed.
If they do that, then we can likely kiss racial heavy weapons (even using recycled art assets) goodbye.
AV
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 21:13:00 -
[177] - Quote
Breakin Stuff wrote:more or less I'm hoping the profiles aren't removed.
If they do that, then we can likely kiss racial heavy weapons (even using recycled art assets) goodbye.
You mean for AV, right?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:14:00 -
[178] - Quote
Also- why nerf the LAV? At least give it more slots, you took away over 50% of our HP, you better give me 50% more slots. This is preposterous. Also, shield LAV recharge better be passive. 40 is wayyyyyyyy toooo looowww.
P.S., my Caldari Assault will have more Shields than my Shield LAV and Amarr Sentinel will have more HP than Armor LAV.
Thanks for ruining LAV's. People were just too lazy to run AV or AV nades. It is not our fault.
I really really really despise what is happening to LAV's Completely not fair especially for the guys like me who put a turret on it and used it as a gunnery station.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:18:00 -
[179] - Quote
OMG, you halfed the ROF of the Missile Turret!! WTH??? You reduced it's ammo. What is the reasoning behind this? Not only do I rarely see missile launchers, now you nerfed the living crap out of it? You do realize that repping armor tanks will just rep through our flipping missiles not to mention the stupid reload time is 1.5x what it was before?
YOU MONSTER! Every patch update there is good stuff and there is this sort of bad stuff. At least give missiles 300 RoF, and why reduce ammo?
Spamming missiles in one direction was the only way I could infantry and now I wouldn't be able to do that. Every patch, everything I use get's nerfed. I'm fking sick and tired of this flipping game.
Yes, i'm mad.
Acquire Currency, Disregard Female Canis lupus familiaris
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 21:22:00 -
[180] - Quote
Sir Dukey wrote:OMG, you halfed the ROF of the Missile Turret!! WTH??? You reduced it's ammo. What is the reasoning behind this? Not only do I rarely see missile launchers, now you nerfed the living crap out of it? You do realize that repping armor tanks will just rep through our flipping missiles not to mention the stupid reload time is 1.5x what it was before?
YOU MONSTER! Every patch update there is good stuff and there is this sort of bad stuff. At least give missiles 300 RoF, and why reduce ammo?
Spamming missiles in one direction was the only way I could infantry and now I wouldn't be able to do that. Every patch, everything I use get's nerfed. I'm fking sick and tired of this flipping game.
Yes, i'm mad.
Probably has to do with the PC weapon usage data dump. Missles were pretty high on that list.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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