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Thread Statistics | Show CCP posts - 32 post(s) |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:24:00 -
[181] - Quote
el OPERATOR wrote: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.
Nobody, uses missiles in PC and I am a PC tanker. It's always railguns.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 21:25:00 -
[182] - Quote
BTW, PLC stuff aside and tho I haven't dove fully into the minutia of the spreadsheet, a lot of this stuff so far looks good. TY Rattati et al. for continuing to refine the game.
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 21:26:00 -
[183] - Quote
Sir Dukey wrote:el OPERATOR wrote: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. Nobody, uses missiles in PC and I am a PC tanker. It's always railguns.
ADS.
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 21:29:00 -
[184] - Quote
Armor tanks will have same hardener as Shield tanks. Yet another nerf to missiles. OH COME ON, YOU CANNOT BE SERIOUS WITH THIS STUFF!!
Also, I RATHER HAVE A ONE CAP THAN BE RESTRICTED TO USE ONE STD FLIPPING HARDENER DUE TO FITTING PROBLEMS!!
armor tanks have 3x the native armor reps that the shield tank does. 30 vs 10 yet shield tank only has twice the native shield reps. Another piece of junk change done by yours truly.
I thought Rattait would be rational but hey, what can you expect from CCP. They over nerf everything wile buffing the other thing simultaneously.
CCP: The type of people to say " Let's buff weapon damage for X weapon by a straight 15% because nobody is using it and at the same time reduce the HP of dropsuit that the X weapon has a bonus to by 50%. Yay Balance.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:30:00 -
[185] - Quote
el OPERATOR wrote:Sir Dukey wrote:el OPERATOR wrote: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. Nobody, uses missiles in PC and I am a PC tanker. It's always railguns. ADS. Are you ok? I am specifically talking about large missiles. Go learn to read.
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Alena Ventrallis
Intara Direct Action Caldari State
2592
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Posted - 2015.03.05 21:35:00 -
[186] - Quote
when it says 3x max carried for deployable equipment... is that 3 each, or 3x what it is now?
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
15405
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Posted - 2015.03.05 21:36:00 -
[187] - Quote
Adipem Nothi wrote: AR fits =/= Giggle fits.
If we're going to assign a "stamina cost reduction" property to a biotic module, why would we pick any biotic module other than the CardReg? The Myofib's jumps will likely prove sufficient to warrant its utilization. Good for build variety. 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. Even better for build variety.
I could be wrong, but I don't think that making melee suits competitive is the focus of this Myofib change. If making melee suits competitive is the priority, it seems to me there would've been better and more direct ways to go about doing it.
Sigh... I called them ***** and giggles fits BECAUSE they're terrible, not the other way around. You know why they're terrible? Because myo stims are terrible in terms of melee. They simply are. Now stop using a little phrase I used as your argument please.
It might not be the priority, but that doesn't make it a desirable outcome. I don't necessarily want to create a "melee only" suit, I want melee to become a sound module choice rather than yet another shield extender or damage mod. And yes jump height is going to help with that, but the main bonus of the Myo stim is melee, and that bonus should be good.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:36:00 -
[188] - Quote
Shield tanks being nerfed to a point where they are equal to todays armor tanks. Armor tanks being buffed to hell. God, with every little stupid hotfix by rattati, I regert speccing into what every he tries to balance.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:36:00 -
[189] - Quote
Ok just crunched the numbers for the proposed Assault HMG.
First impression? Scary as sh*t. Vs. infantry at about 40m assuming the numbers listed in the echo spreadsheet are max effective.
For Av? the weapon's likely to have an extremely hard time killing even LAVs. This is more observation. I want to test it in live fire because my assessment could be gloriously wrong.
The short range is going to make sure they can easily escape before taking critical damage. Combined with the overheat time of just over 5 seconds it's going to have a lot of difficulty applying the damage fast enough to seriously threaten anything but ground grunts. combine that with the 25% reduction to vehicles?
If the dispersion isn't tightened it's highly likely to perform as it did before only with better hit detection due to lower RoF. So it's literally up in the air.
It'll spook a dropship, unless they're idiots it will never destroy one.
This thing won't even make an HAV pause.
All in all it looks like a good start. It's probably going to need a lot of tweaking to get it where you want it Rattati.
against INFANTRY, the math changes drastically
Against armor infantry the weapon will do 918 DPS assuming all hits. so not really as ineffective as we might like. I did the numbers with max skill and triple mod for Av and infantry.
the ONLY way I can see this thing working without breaking something vs. infantry is to disable the aim assist and tighten the dispersion a LOT so it's very difficult to apply the full DPS in CQC.
I like it. But my prediction is that we're going to need to keep our fingers on this pulse. It's very similar to my proposed autocannon, but by that token it shares a lot of the "we need to keep a sharp eye" potential problems. To mitigate I HIGHLY recommend:
Disabling Aim Assist. Disabling the zoom function Make it a projectile strike weapon for hit detection, do NOT use hitscan.
any of the three above things can and likely will make either version, this one or mine, overpowering vs. infantry.
AV
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Cat Merc
Negative-Feedback. Negative-Feedback
15405
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Posted - 2015.03.05 21:37:00 -
[190] - Quote
voidfaction wrote: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.
Damage mods take the same slots as Myofibril stimulants?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:39:00 -
[191] - Quote
My heart bleeds for you
AV
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Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.05 21:47:00 -
[192] - 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 sick and tired of this flipping game.
Yes, i'm mad.
Wowwwwwww..... I just noticed missiles and railguns will now have the same ammo. This better mean one of my flipping missiles is doing 1700 damage dust like a shot from a railgun. Oh, it doesn't? Then why take away my god dam ammo? What reason will I have to use a Large missile launcher over a a railgun? WHAT REASON WILL I FLIIPPING HAVEE???
THANKS FOR THE EFFING WASTE OF SP AGAIN. FIRST MY SP GOT WASTED WHEN YOU NERFED THE LIVING CRAP OUT OF ADS AND NOW MY FLIPPING MISSILES WHICH REQUIRE TURRET OPERATION TO LEVEL 5 ISNTEAD OF 1. THE WAY IT'S LOOKING RIGHT NOW, THE LARGE MISSILE WILL BARLEY BE ANY BETTER THAN THE SMALL. THANK YOU CCP. YES IM SUPER MAD.
lol. This is why you don't go full apeshit kids, you make zero sense.
sir, Let me explain to you why this was done. A Rocket fitted HAV could very easily **** a ton of damage and take out any Madrugar or Soma. Even against a Gunnlogi or Sica, fitting a damage mod would greatly help in killing them. This made it to where it was widely used in PC, along side the rail.
The ammo thing I'm not sure of, it seems like a odd thing. Maybe he wants Rocket fitted HAV's not to stay on the field as long?
Prove it, that sounds like a bunch of bullshit (assuming damage isn't changed, it's still pushing 1800DPS, give or take).
The reload time was short, extremely short with the reload skill. It's fine being nerfed.
PAUSE. Why are you trying to build a HAV specifically for farming infantry?
Rails are still slightly pushing OP still, well, not really, seeing as the heat changes will cut the amount of shots off a little, so sustained DPS will go down for it. Regardless, it won't be good in CQ anymore, and Rockets less so, although still quite decent at it. It just won't be so good at it anymore. I would say that it needs more range though.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2955
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Posted - 2015.03.05 21:48:00 -
[193] - Quote
Why are you going for what seems like the new FOTM, and instead going for, you know, what you like?
click me
Blup Blub Bloop. Translation: Die -_-
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Kaeru Nayiri
Ready to Play
547
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Posted - 2015.03.05 21:53:00 -
[194] - Quote
Will we finally fix the AUR advanced tactical sniper rifle? It still has the old stats. I have submitted a bug report and posted a thread in bugs section and this is still ignored.
Only asking because I noticed some stat bug fixes in the changes spreadsheet, but still don't see any news of this getting fixed. Thanks.
Know what cannot be known.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 21:57:00 -
[195] - Quote
Godin Thekiller wrote:Why are you going for what seems like the new FOTM, and instead going for, you know, what you like?
Except I never went for FOTM, I simply went for stuff I liked. I liked ADS- nerf, I like Missiles-nerf ect ect. I do have Min Assault but I never use it.
Mann, missiles were my thing, I love the spamming shots, but not anymore.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:00:00 -
[196] - Quote
Godin Thekiller wrote: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 sick and tired of this flipping game.
Yes, i'm mad.
Wowwwwwww..... I just noticed missiles and railguns will now have the same ammo. This better mean one of my flipping missiles is doing 1700 damage dust like a shot from a railgun. Oh, it doesn't? Then why take away my god dam ammo? What reason will I have to use a Large missile launcher over a a railgun? WHAT REASON WILL I FLIIPPING HAVEE???
THANKS FOR THE EFFING WASTE OF SP AGAIN. FIRST MY SP GOT WASTED WHEN YOU NERFED THE LIVING CRAP OUT OF ADS AND NOW MY FLIPPING MISSILES WHICH REQUIRE TURRET OPERATION TO LEVEL 5 ISNTEAD OF 1. THE WAY IT'S LOOKING RIGHT NOW, THE LARGE MISSILE WILL BARLEY BE ANY BETTER THAN THE SMALL. THANK YOU CCP. YES IM SUPER MAD. lol. This is why you don't go full apeshit kids, you make zero sense. sir, Let me explain to you why this was done. A Rocket fitted HAV could very easily **** a ton of damage and take out any Madrugar or Soma. Even against a Gunnlogi or Sica, fitting a damage mod would greatly help in killing them. This made it to where it was widely used in PC, along side the rail. The ammo thing I'm not sure of, it seems like a odd thing. Maybe he wants Rocket fitted HAV's not to stay on the field as long? Prove it, that sounds like a bunch of bullshit (assuming damage isn't changed, it's still pushing 1800DPS, give or take). The reload time was short, extremely short with the reload skill. It's fine being nerfed. PAUSE. Why are you trying to build a HAV specifically for farming infantry? Rails are still slightly pushing OP still, well, not really, seeing as the heat changes will cut the amount of shots off a little, so sustained DPS will go down for it. Regardless, it won't be good in CQ anymore, and Rockets less so, although still quite decent at it. It just won't be so good at it anymore. I would say that it needs more range though.
The less DPS- the more chance they have to rep. Now missile had their DPS spread out over time= armor tanks will rep through missiles easy assuming they have their 40% armor hardener on. You know how it is fighting a shield tank with hardener with missiles, you barley do anything, now imagine that with 200+ reps per sec = armor tank.
The armor hardener buff was enough to balance Missile's vs Armor. Buttt nooooo, let me reduce Ammo and reduce their RoF.
I feel like armor tanks are going to be OP. 40% armor hardeners on armor tanks back during 1.7, I don't see why it is going to be any different now. At max it should be 30% and missiles RoF minimum should be 300.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 22:04:00 -
[197] - Quote
Pre-release assessment: Heavy Machinegun
looking at them, we're either going to see 5m loss in optimal and effective both, or a simple ten meter loss in optimal.
This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. it might put a chip in it, especially with the buff to the Asscram. we might see more amarr assaults.
but overall the hack points on most maps allow sentinels to force combat inside 20m, so even if the range nerf takes it to 20m optimal, there's unlikely to be much of a change.
My guess is the majority of the PC crowd are going to IMMEDIATELY switch to the assault HMG due to better alpha and likely better hit detection due to the lower rate of fire on top of the additional reach.
AV
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.05 22:08:00 -
[198] - Quote
Why are large missiles so hated? they are one of the least used turrets and yet its getting nerfed
Slower shooting, slower rof, slower reloading, less max ammo and lower burst interval And to add to insult we miss out on a new module Which Blaster and Railgun can utilize.
I would rather keep havs as they are then to further cripple the large missile turrets.
Shame on u.
Fully sick Anaboop trading card
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
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Posted - 2015.03.05 22:09:00 -
[199] - Quote
Sir Dukey wrote:el OPERATOR wrote:Sir Dukey wrote:el OPERATOR wrote: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. Nobody, uses missiles in PC and I am a PC tanker. It's always railguns. ADS. Are you ok? I am specifically talking about large missiles. Go learn to read.
Hey now, I understand you're pissed but no need to be a **** to me about it, whether I'm incorrectly referring to something or not. I can be wrong, I'm okay with that, you can keep your tone aimed in the right direction.
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 22:10:00 -
[200] - Quote
anaboop wrote:Why are large missiles so hated? they are one of the least used turrets and yet its getting nerfed
Slower shooting, slower rof, slower reloading, less max ammo and lower burst interval And to add to insult we miss out on a new module Which Blaster and Railgun can utilize.
I would rather keep havs as they are then to further cripple the large missile turrets.
Shame on u.
That is exactly what I feel. Not to mention the 40% armor hardener.
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
768
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Posted - 2015.03.05 22:13:00 -
[201] - Quote
CCP Rattati wrote:
Starter Loadouts As part of our never-ending quest to keep our new players happy and playing, we completely revamped the Starter Fits. They have all been given 3 slots, 2/1 or 1/2 arrangements, and faction themed modules and weapons. By playing regularly in the Academy, we have specifically noticed the alarming lack of uplinks, and have therefore added them to Frontline loadouts. We have also added a repair tool to the Medic loadout as the primary equipment. We also want new players to have counters to all threats, so have added the Shield AV fit with a plasma cannon (versus Armor AV using the swarm launcher), while both Anti-Vehicle starter fits have been given AV grenades, that by the way have been increased to 3 carried instead of 2, and nano-hives to replenish those weapons. Finally, in a sweeping change, we are removing the Sniper loadout, and replacing it with the Recon loadout. The Sniper has proven to be far too passive as a role for new players, and we want to encourage them to get into the thick of it. The Recon loadout is focused on getting quickly and silently into position, hacking and establishing a frontal base of operations. ...
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. ...
Assault Scrambler Rifles Increased damage quite massively, itGÇÖs simply a weapon that is not performing adequately, anywhere. The reasoning for GÇ£breakingGÇ¥ the range vs dps curve, is the heat factor, which is a downside shared with the scrambler rifle, and likewise, with a downside, we warrant the upside in damage. LetGÇÖs see how it performs now. ...
Equipment Deployables Simple, we have increased the carried amount of all deployable equipment by 3, since bandwidth has reduced individual spam of equipment, allowing simpler redistribution, sort of a chain of uplinks or hives from the start of the battle. We have, however, also a need to reduce the efficiency of drop uplinks, and are reducing the spawns per uplink by 50%. We have also reduced bandwidth of Proximity Explosives from 2 to 1.
Cloak Fields Community raised the issue of cloak fields being very hard to fit on standard and advanced dropsuits so we decreased fitting costs on the STD and ADV versions.
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 am RedBleach, and I approve this message.
Starter Fits - rep tool medic is Fantastic.
AScr - Terrible weapon, lets see if this helps
Equipment - Good move. The Amarr and Caldari logis' suffering is somewhat reduced. As is the plight of many logis that just had to die after running out of deployables in order to restock.
Modules - Jumping could be way fun or way lame - I'm excited to see it in action!
The Logi Code. Creator, Believer, Follower
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Genral69 death
Random Gunz RISE of LEGION
91
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Posted - 2015.03.05 22:23:00 -
[202] - Quote
When is this happening? |
DarthJT5
Random Gunz RISE of LEGION
290
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Posted - 2015.03.05 22:30:00 -
[203] - Quote
Missiles are getting hit with several nerfs at the same time.... Half ROF( this was warranted) plus slower reload speed, AND less ammo? Why? And why are rails getting a ammo BUFF when they already have TONS more damage per mag and total damage than large missiles? Then we have the fact that Large Missiles are the most fitting intensive turret in the game, costing more CPU AND PG the the rail, which brings me to the conclusion that Missiles will be by far the worst turret for tanks.
The only thing I would change is the ROF. It is a little excessive, but everything else is fine. In fact, a reload speed BUFF is more appropriate than a nerf, seeing as how both the Blaster and Rail rely moreso on overheat, which is much faster than Large missile reload
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:31:00 -
[204] - Quote
Genral69 death wrote:When is this happening?
hopefully, never because I don't want my missiles turned into a fluffy bunny shooter.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
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Posted - 2015.03.05 22:32:00 -
[205] - Quote
DarthJT5 wrote:Missiles are getting hit with several nerfs at the same time.... Half ROF( this was warranted) plus slower reload speed, AND less ammo? Why? And why are rails getting a ammo BUFF when they already have TONS more damage per mag and total damage than large missiles? Then we have the fact that Large Missiles are the most fitting intensive turret in the game, costing more CPU AND PG the the rail, which brings me to the conclusion that Missiles will be by far the worst turret for tanks.
The only thing I would change is the ROF. It is a little excessive, but everything else is fine. In fact, a reload speed BUFF is more appropriate than a nerf, seeing as how both the Blaster and Rail rely moreso on overheat, which is much faster than Large missile reload
Missiles were only good at killing Armor tanks, shield tanks walked away with ease, now with the nerfs plus the Armor hardener buff, armor tanks will engage missile tanks like min commandos engage railgun tanks with no fear.
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Stefan Stahl
Seituoda Taskforce Command
1025
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Posted - 2015.03.05 22:36:00 -
[206] - Quote
Breakin Stuff wrote:Pre-release assessment: Heavy Machinegun [...] This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. I concur. Earlier I said you can't get Sentinels out of CQC by reducing range and I still believe it's valid.
Really bottom level game design question: When a HMG Sentinel and an AR Assault duke it out in a typical outpost at 0-30 m range, who should win at which probability?
If the HMG Sentinel is supposed to win ~90% of the time, we don't have a problem. If the HMG Sentinel is only supposed to win less than 60% of the time, why have an HMG Sentinel?
I'm not proposing a solution, I'm asking the question. Once we know how that situation is supposed to play out we can change the game to be like that.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7540
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Posted - 2015.03.05 22:37:00 -
[207] - Quote
Stefan Stahl wrote:Breakin Stuff wrote:Pre-release assessment: Heavy Machinegun [...] This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. I concur. Earlier I said you can't get Sentinels out of CQC by reducing range and I still believe it's valid. Really bottom level game design question: When a HMG Sentinel and an AR Assault duke it out in a typical outpost at 0-30 m range, who should win at which probability? If the HMG Sentinel is supposed to win ~90% of the time, we don't have a problem. If the HMG Sentinel is only supposed to win less than 60% of the time, why have an HMG Sentinel? I'm not proposing a solution, I'm asking the question. Once we know how that situation is supposed to play out we can change the game to be like that. This is why I want heavies out of CQC.
The primary resistance isn't because it's a bad idea. it's because people like winning 90% of the time.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17487
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Posted - 2015.03.05 23:04:00 -
[208] - Quote
Breakin Stuff wrote:Stefan Stahl wrote:Breakin Stuff wrote:Pre-release assessment: Heavy Machinegun [...] This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. I concur. Earlier I said you can't get Sentinels out of CQC by reducing range and I still believe it's valid. Really bottom level game design question: When a HMG Sentinel and an AR Assault duke it out in a typical outpost at 0-30 m range, who should win at which probability? If the HMG Sentinel is supposed to win ~90% of the time, we don't have a problem. If the HMG Sentinel is only supposed to win less than 60% of the time, why have an HMG Sentinel? I'm not proposing a solution, I'm asking the question. Once we know how that situation is supposed to play out we can change the game to be like that. This is why I want heavies out of CQC. The primary resistance isn't because it's a bad idea. it's because people like winning 90% of the time. Making sentinels the open ground powerhouses would threaten that because they'd be exposed to the stuff that'll tear them to ribbons. in close it's just shotguns, REs, NK and other fatties with maybe occasionally being shot in the face with a PLC. in the open it's HAVs, ADS, charge sniper, tac sniper, forge guns, rail rifles, ACR, LAVs with decent turrets, also fast movers with the traditional assassination methods because you have to fall back to cover to regen/resupply sooner or later. For shield sents you have the additional threat of scrams, and the laser rifle. in close the HMG more or less outclasses everything. in the open, even if you outrange them with an HMG they still have a fighting chance to kill you.
I've not yet come to understand why Sentinels don't wish to actually be juggernauts with large calibre weapons that can lock down infantry and vehicles from a range while being able to put down suppressive fire on tough to crack emplacements.
Think mid way between Alex's HMG and a Mass Driver. Slower firing, much more powerful auto-cannon rounds, get in position and you are like a Mini Turret but up close you are subject to faster moving dropsuits like scouts and assaults.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1354
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Posted - 2015.03.05 23:08:00 -
[209] - Quote
CCP Rattati wrote: We are also removing, based on popular demand, consistency, and balance issues, all vehicles from Ambush OMS. Ambush will from now on be infantry only, a traditional Team Death Match mode.
Thanxxx god.... I can't belive....
Please support fair play!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2497
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Posted - 2015.03.05 23:13:00 -
[210] - Quote
True Adamance wrote:Breakin Stuff wrote:Stefan Stahl wrote:Breakin Stuff wrote:Pre-release assessment: Heavy Machinegun [...] This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. I concur. Earlier I said you can't get Sentinels out of CQC by reducing range and I still believe it's valid. Really bottom level game design question: When a HMG Sentinel and an AR Assault duke it out in a typical outpost at 0-30 m range, who should win at which probability? If the HMG Sentinel is supposed to win ~90% of the time, we don't have a problem. If the HMG Sentinel is only supposed to win less than 60% of the time, why have an HMG Sentinel? I'm not proposing a solution, I'm asking the question. Once we know how that situation is supposed to play out we can change the game to be like that. This is why I want heavies out of CQC. The primary resistance isn't because it's a bad idea. it's because people like winning 90% of the time. Making sentinels the open ground powerhouses would threaten that because they'd be exposed to the stuff that'll tear them to ribbons. in close it's just shotguns, REs, NK and other fatties with maybe occasionally being shot in the face with a PLC. in the open it's HAVs, ADS, charge sniper, tac sniper, forge guns, rail rifles, ACR, LAVs with decent turrets, also fast movers with the traditional assassination methods because you have to fall back to cover to regen/resupply sooner or later. For shield sents you have the additional threat of scrams, and the laser rifle. in close the HMG more or less outclasses everything. in the open, even if you outrange them with an HMG they still have a fighting chance to kill you. I've not yet come to understand why Sentinels don't wish to actually be juggernauts with large calibre weapons that can lock down infantry and vehicles from a range while being able to put down suppressive fire on tough to crack emplacements. Think mid way between Alex's HMG and a Mass Driver. Slower firing, much more powerful auto-cannon rounds, get in position and you are like a Mini Turret but up close you are subject to faster moving dropsuits like scouts and assaults.
"because people like winning 90% of the time"
They don't care whether their role fits into the game well...
Home at Last <3
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