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Thread Statistics | Show CCP posts - 32 post(s) |
duster 35000
Algintal Core Gallente Federation
346
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Posted - 2015.03.06 02:53:00 -
[241] - Quote
CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. No...it's not.
it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat.
All that needs to be done for now, is lower cal assault regen delay by 1 second, increase rep rate by 5, and maybe do something about plasma and laser damage profiles, as when I shield tank, I can't regen and fight fairly against those 2 damage types.
IMHO, giving a damage bonus to a tanking style that has much lower hp was a terrible idea. my cal assault has 509 shields, those go away almost instantly from the 2 damage types, you can get about 1 shot on them before you have 100 shields, while they still have thier shield hp buffer... all 3 of my low slots are complex shield regulators.
Molestia approved
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1355
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Posted - 2015.03.06 02:57:00 -
[242] - Quote
Sgt Kirk wrote:
Everything else is pretty balanced, it's just a lot of people refuse to use the right fits and tactics that are required with shields.
10/10
Please support fair play!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
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Posted - 2015.03.06 02:57:00 -
[243] - Quote
duster 35000 wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. No...it's not. it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat.
Do you know what the most used item in PC matches is? HMGs. So go away with your "only armor is viable in competitive matches" bs...
Home at Last <3
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 02:59:00 -
[244] - Quote
Fizzer XCIV wrote:duster 35000 wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. No...it's not. it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat. Do you know what the most used item in PC matches is? HMGs. So go away with your "only armor is viable in competitive matches" bs... Yeah, and all my armor suits last longer, they have shield buffer and I can get logi'd as a bonus...shields have a delay and are too weak most of the time. Sometimes, it's good, most of the time, instablapped before I can deplete enemy shields. Caldari assault, regen fit.
Oh and I use 2 complex damage mods on my armor suits.
Molestia approved
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5214
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Posted - 2015.03.06 03:08:00 -
[245] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote: Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
I fear you might be misreading something there. From what I gathered, both armor and shield will now resist 40% damage, the only difference being shield hardeners last shorter and cool down slightly slower (same as it was before) so they are for all intensive purposes, inferior. Though I wouldn't say 50% difference..but regardless Just throwing this out there but if we assume both will be 40%....is anyone really against just making them have the same duration/cooldown too? Well I was exaggerating the 50% for dramatic effect.. I understand they are proposed to both have 40 percent reduction... just seems like 40 seconds is a lot longer than 24 seconds when using the same reduction ( or whatever the durations are )... reducing the duration is the only thing that makes sense but we lose a bit of racial diversity... Still think those shield reps are going to be too low even at 1.8 secs... or whatever the stat is....
Well I agree, I don't want shield hardeners to feel clearly inferior. I think the higher resist + shorter duration vs lower resist + longer duration was a fine concept, just some of the numbers needed a tweak. I mean honestly I'm not really against just making them the same, I mean that is how it's done it EVE typically (I know this isn't EVE but....yeah it works there).
Now one thing I could see Rattati potentially doing in the future is making Passive Damage Resistance Amps, and then making the shield ones clearly better than the armor ones. If memory serves that IS how things were back in the day....very similar resists for Hardeners, but Armor clearly lasted longer, but then the passive Damage Resistance Amps for shields were better than the ones for armor. I think something more along those lines may be acceptable as well.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 03:08:00 -
[246] - Quote
Just to put this in perspective for Large Missile vs. Large Rail now and post Echo
Now
Damage per mag. Rail wins by a very large margin. Total damage. Rail still wins by a large margin. Range. Rail wins by 50m. Alpha DPS. Missile wins by huge margin. Sustained DPS. Rail wins by huge margin. Ease of use*. Rail wins Against shield. Rail wins HUGE. Against armor. Missile wins in cqc, rail wins mid to long range. Total Ammo. Missile wins. Ammo capacity. Missile wins by 3. Reload speed. Rail wins. Fitting capacity. Rail wins in both CPU and PG
Basically, missiles are only good in suprise attacks against armor tanks or un-hardened shield tanks. Even then, rails do it almost as well as missiles whil being better at everything else currently.
Post Echo
Damage per mag. Rail wins by a 3 to 1 margin. Total Damage. Rail wins by 3 to 1 margin. Range. Same. Alpha DPS. Missile still wins, but not as good. Sustained DPS. Rail is on a different planet compared to missiles. Ease of use*. Same. Against Shield. Same. Against Armor. Rail wins due to Missile losing its insta-gank ability. Total ammo. Tie. Ammo capacity. Tie. Reload speed. Rail wins by larger margin. Fitting capacity. Same.
With Echo, rails will become better than missiles at everything. There will be no reason to use missiles whatsoever besides infantry suppression, and even then, rails kill all infantry suits with one shot, while missiles may require up to 3.
Why is this? Why are rails and Missiles getting the same ammo capacity when rail has 3x the damage? Why, when the rails already have TONS more damage per mag, able to destroy 2-3 tanks in a mag, than missiles, that can destroy 1 tank at most per mag. ON TOP OF giving rails the same total ammo capacity, so they can stay on the field and destroy 3x more things than missiles.
Missiles were already a niche turret, now your making them flat-out unviable.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Doc DDD
TeamPlayers Negative-Feedback
377
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Posted - 2015.03.06 03:10:00 -
[247] - Quote
CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity.
So with all those PC stats collected... Caldari suits ( Shield based ) that don't fit cloaks are on par with all the other suits in numbers spawned in, kills and KDR? Or any stat?
I will look for the stats but I am pretty sure there are about 3 people that run Caldari suits. All at range next to cover.
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DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 03:12:00 -
[248] - Quote
CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity.
how did you come to that conclusion? any data would be based on broken armor tank fitting. youre giving armor tanks equal resists but better damage, and speed, thanks to the addition high slots and fitting.
fast, hard hitting, tanks with armor reps that surpass passive shields reps. the only thing that was saving shield tanks were their shield hardeners, and only when stacked. i dont see how shield tanks will be competitive against the new armor tanks. and i dont want to wait another 3 years for you to gather data before deciding that youve buff armor tanking too much.
you couldve fixed armor tanks simply by adjusting their fitting. but now your messing with modules no complained about.
the problem:
armor hardeners increase armor rep effectiveness. youll be reincarnating the tripple rep maddy.
dual hardener, dual rep. thats 305 armor hp/s with ~75% damage reduction. thats almost double repper effectiveness.
is no one concerned? |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
|
Posted - 2015.03.06 03:12:00 -
[249] - Quote
Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
|
Posted - 2015.03.06 03:17:00 -
[250] - Quote
Breakin Stuff wrote:CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone My counterpoint is the assault forge gun isn't considered OP versus infantry. The only real difference between the two is how fast you can get the shots off. The assault forge lunks rounds a lot faster overall. The PLC is only faster for one shot. PLC is also harder to hit with. Harder to hit with is relative... PLC is a blaster. An av shotgun, if you will. The fireball doesn't need to be able to sail accurately across the field bc unlike a forge gun, its close range av and should be so. I'd like to see Spike Ikari weigh in regarding PLCs. Guy friggin loves his fireball cannon
Sebiestor scout, MTAC pilot, Merc w/ a face
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DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 03:27:00 -
[251] - Quote
Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. So with all those PC stats collected... Caldari suits ( Shield based ) that don't fit cloaks are on par with all the other suits in numbers spawned in, kills and KDR? Or any stat? I will look for the stats but I am pretty sure there are about 3 people that run Caldari suits. All at range next to cover.
i run cal assault. depending on how you fit your suit, it can... not suck.
regen fits do need to stay next to cover. other fits allow the suit to operate outside of cover, but long range is preferred lol |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5215
|
Posted - 2015.03.06 03:29:00 -
[252] - Quote
DarthJT5 wrote:J Missiles were already a niche turret, now your making them flat-out unviable.
To be fair, the instagank mechanic really made armor tanking unenjoyable because well....no one likes to be instaganked with little ability to retaliate. I think something needed to change, but I also don't think I'm a huge fan of what happened. From what I can tell the damage per magazine didn't change, it just takes twice as long to apply the damage now and then....more reload time for some reason.
I guess I feel like the concept of "I have to drop all 12 of these missiles into the guy and instakill it, otherwise I'm going to die during the reload" is.....really not going to be enjoyable overall. At the very least i don't think it suits a Missile Turret. I mean lets try to look at it this way:
Blasters do crazy DPS up close with good tracking, but fail at long range due to falloff and sustained damage because of overheat and magazine size.
Railguns do good burst damage at range with crappy tracking, but fail at close range due to tracking and sustained damage because of overheat and magazine size.
Typically Missiles in EVE are useful because they are effective at any range from 0km to their max flight range of Xkm. They quite good at doing long sustained damage thats typically very consistent DPS. So why don't we instead move away from the "Instagank" concept we're trying to dance around with Missiles and go with a more "Effective at many ranges with moderate DPS but supurb sustained DPS because it lacks an overheat mechanic". In other words I would drop down the damage per magazine considerably, but also drastically decrease the reload time. That way the first volley is not lethal, but it will do considerable damage to an enemy vehicle (Preferably with its hardener down) but not kill it, and then quickly recover with a swift reload for round 2.
The idea is that you want to ambush the vehicle to do as much damage as you can with the hardener down with the full understanding that you're not going to kill it, so that when the hardener does come up, the target vehicle is at much lower starting HP for the engagement. Missiles should be effective at both short and long range, and while they may not be able to out-DPS the other turrets within their overheat time, their sustained DPS is considerably higher once the Blaster and Rail have to wait to cool off/reload.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17501
|
Posted - 2015.03.06 03:29:00 -
[253] - Quote
DeathwindRising wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. how did you come to that conclusion? any data would be based on broken armor tank fitting. youre giving armor tanks equal resists but better damage, and speed, thanks to the addition high slots and fitting. fast, hard hitting, tanks with armor reps that surpass passive shields reps. the only thing that was saving shield tanks were their shield hardeners, and only when stacked. i dont see how shield tanks will be competitive against the new armor tanks. and i dont want to wait another 3 years for you to gather data before deciding that youve buff armor tanking too much. you couldve fixed armor tanks simply by adjusting their fitting. but now your messing with modules no complained about. the problem: armor hardeners increase armor rep effectiveness. youll be reincarnating the tripple rep maddy. dual hardener, dual rep. thats 305 armor hp/s with ~75% damage reduction. thats almost double repper effectiveness. is no one concerned?
Do bear in mind that currently I'm able to put fits together that have comprable Shield eHP to Armour eHP however Shields retain triple digit passive repairs and a Heavy Shield Booster module [ now you and I know this is marginal at best since Shield Boosters don't always work] but you are quibbling over maybe 600-1000 eHP that you have covered can ask Rattati to look into in your Shield Booster.
Honestly looking at the fits I'm not really concerned at all, but we'll have to test the on paper stats.
"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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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 03:33:00 -
[254] - Quote
DeathwindRising wrote:Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. So with all those PC stats collected... Caldari suits ( Shield based ) that don't fit cloaks are on par with all the other suits in numbers spawned in, kills and KDR? Or any stat? I will look for the stats but I am pretty sure there are about 3 people that run Caldari suits. All at range next to cover. i run cal assault. depending on how you fit your suit, it can... not suck. regen fits do need to stay next to cover. other fits allow the suit to operate outside of cover, but long range is preferred lol Not really. You can stay at cover, and eveytime you shoot someone one time, they will shoot you and do alot of damage, forcing you to regen every time, while they continue advancing on you.
If you have 600 shields, you get a 50 rep rate, which is not much of an an advantage over armor ever since the rep buff.
Molestia approved
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Bright Cloud
Namtar Elite Gallente Federation
836
|
Posted - 2015.03.06 04:09:00 -
[255] - Quote
To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi).
Bright is the opposite of dark! Who would have thought of that?!
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 04:21:00 -
[256] - Quote
Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it.
Molestia approved
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MINA Longstrike
Kirjuun Heiian
2283
|
Posted - 2015.03.06 05:16:00 -
[257] - Quote
CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity.
Not quite. On 'high hp' fits and when there's any suit that has more than moderate shield delays, armor is king because armor reps never stop and can be augmented by repair tools. There are no shield reps and shield recharge is stopped by any and all damage, it doesn't matter how little.
Commandos are in some dire need of shield rebalancing, and all shields need some sort of 'inhibition' value.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Leadfoot10
Molon Labe. General Tso's Alliance
3435
|
Posted - 2015.03.06 05:19:00 -
[258] - Quote
All of them look good to me, with one exception....
myofib jumping + explosives myofib jumping + shotgun myofib jumping + knives
...in combination with reduced backpeddle speed, is going to make for some serious QQ, I suspect.
Looking forward to the update....Lead |
duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 05:19:00 -
[259] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. Not quite. On 'high hp' fits and when there's any suit that has more than moderate shield delays, armor is king because armor reps never stop and can be augmented by repair tools. There are no shield reps and shield recharge is stopped by any and all damage, it doesn't matter how little. Commandos are in some dire need of shield rebalancing, and all shields need some sort of 'inhibition' value. All caldari and minmatar suits, except scouts, need thier shield recharge delays reduced by 1, and buff the comando shield recharge, maybe the assault too.
Molestia approved
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
|
Posted - 2015.03.06 05:36:00 -
[260] - Quote
duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity.
My anecdotal experience in game aligns with his statement.
Home at Last <3
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.06 05:42:00 -
[261] - Quote
Sir Dukey wrote: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. missiles could take out shield tanks as well, u need to shoot conservatively.
Also they are good for infantry if u take the time to aim ur shot.
Im still in shock how hard they hit missiles. Bet some vet that talks **** all the time convinced them of this. considering how they only listen to a handful of people. (Dumbasses)
Fully sick Anaboop trading card
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duster 35000
Algintal Core Gallente Federation
346
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Posted - 2015.03.06 05:46:00 -
[262] - Quote
Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only.
Molestia approved
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Raedon Vo-Graza
Armored Dragon Dust
63
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Posted - 2015.03.06 05:47:00 -
[263] - 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
Be careful, smaller maps can encourage redline tank sniping again and ruin gameplay, you may want to consider walling in these tighter maps in such a way so that people do not end up shooting in from a hill side or whatnot. just a thought. |
Funkmaster Whale
Whale Pod
2902
|
Posted - 2015.03.06 05:57:00 -
[264] - Quote
My god, infantry-only Ambush? Is this for real? The very thing I think has been pleaded for since Chromsome.
I might actually have to plug-in my PS3 again...
Follow me on Twitch.tv!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5218
|
Posted - 2015.03.06 06:00:00 -
[265] - Quote
Funkmaster Whale wrote:My god, infantry-only Ambush? Is this for real? The very thing I think has been pleaded for since Chromsome.
I might actually have to plug-in my PS3 again...
Trust me, vehicles are the least of your worries in Ambush now. Fear the Blob. Fear the Train.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
|
Posted - 2015.03.06 06:00:00 -
[266] - Quote
duster 35000 wrote:Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only. Shields don't need a super buff...just some small changes. In the months that this topic has been beat to death, I've yet to see any concrete evidence that shields are worse than armor overall. In many cases, I almost want to say shields are better overall.
For every "super OP" armor fit that the "shields suck" guys make on Protofits, somebody comes along and makes a shield fit that would perform just as well, if not better, on the field. I've never seen a well built shield suit that doesn't look just as good as a well build armor suit.
In fact, the only real advantage I think armor has over shields anymore since the standard plate strafe nerf, is armor repairers. If armor didn't have repair tools, I'd actually say shields would be outright better.
HP values for both HP types are, on average, about the same within the same suit classes. Nobody runs basic plates anymore, just Ferroscales.
No argument has sheen solid enough to convince me so far, and neither will anything you can come up with. And Ratatti just outright telling us that they are at parity has done nothing but cement my opinion even further.
Shields are in no way worse than armor overall. Period.
Home at Last <3
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Funkmaster Whale
Whale Pod
2903
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Posted - 2015.03.06 06:02:00 -
[267] - Quote
Pokey Dravon wrote:Funkmaster Whale wrote:My god, infantry-only Ambush? Is this for real? The very thing I think has been pleaded for since Chromsome.
I might actually have to plug-in my PS3 again... Trust me, vehicles are the least of your worries in Ambush now. Fear the Blob. Fear the Train. I'm sorry but... I am the Blob. I am the Train.
Follow me on Twitch.tv!
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 06:03:00 -
[268] - Quote
Fizzer XCIV wrote:duster 35000 wrote:Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only. Shields don't need a super buff...just some small changes. In the months that this topic has been beat to death, I've yet to see any concrete evidence that shields are worse than armor overall. In many cases, I almost want to say shields are better overall. For every "super OP" armor fit that the "shields suck" guys make on Protofits, somebody comes along and makes a shield fit that would perform just as well, if not better, on the field. I've never seen a well built shield suit that doesn't look just as good as a well build armor suit. In fact, the only real advantage I think armor has over shields anymore since the standard plate strafe nerf, is armor repairers. If armor didn't have repair tools, I'd actually say shields would be outright better. HP values for both HP types are, on average, about the same within the same suit classes. Nobody runs basic plates anymore, just Ferroscales. No argument has sheen solid enough to convince me so far, and neither will anything you can come up with. Ever since the armor rep buff, I have barely touched shields. ScR and AR make it unbearable.
Shields were fine before the buff. They need a slight regen buff, like I said above.
And armor needs the strafe penalty reeuced slightly, I don't use regular armor plates on my AM assault.
Molestia approved
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
|
Posted - 2015.03.06 06:10:00 -
[269] - Quote
duster 35000 wrote: Ever since the armor rep buff, I have barely touched shields. ScR and AR make it unbearable.
Shields were fine before the buff. They need a slight regen buff, like I said above.
And armor needs the strafe penalty reeuced slightly, I don't use regular armor plates on my AM assault.
That's just it, though. If both need slight buffs if your opinion, how is one objectively better than the other?
If armor is allegedly better than shields, and you give both slight buffs, wouldn't that not change a thing in the overall armor/shield paradigm?
If this is the case, aren't they actually equal? Or at least close enough to equal and different enough from one another to be considered practically equal?
Home at Last <3
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5219
|
Posted - 2015.03.06 06:19:00 -
[270] - Quote
Funkmaster Whale wrote:Pokey Dravon wrote:Funkmaster Whale wrote:My god, infantry-only Ambush? Is this for real? The very thing I think has been pleaded for since Chromsome.
I might actually have to plug-in my PS3 again... Trust me, vehicles are the least of your worries in Ambush now. Fear the Blob. Fear the Train. I'm sorry but... I am the Blob. I am the Train.
Oh everyone is, that's why it's a blob haha.
Ambush should be changed to be called "8 Minutes of Face Kicking"
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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