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CCP Rattati
C C P C C P Alliance
17894
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Posted - 2015.03.05 06:04:00 -
[1] - Quote
Dear players,
We have been working on Hotfix Echo, more silently than in the past. It is not to say that we donGÇÖt want your feedback, more that we already have it. Aside from the HAV progression thread, that all in all is probably over 100 pages, the rest of the changes have been discussed and vetted before. Some of them may have been less in the spotlight than others, but we believe these all reflect the will of the community and are for the greater good of the game. Many of these changes are supported by a multitude of spreadsheets made by many individual community contributors, such as; starter fittings, AV, HAV slot progression, turret statistiscs and so on. So let us proceed, and know that I am going to elaborate on a few topics, and end on the new vehicles, to make sure no one leaves early to yell angrily about stuff.
Detailed numbers are of course in a spreadsheet, available here.
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.
Game Modes and Maps As has been reported, we are changing the Research Facility socket to the Communications Outpost, for the relevant Planetary Conquest District Battles. This is a part of our mission to locate, fix and iterate on known issues for performance. 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.
Handheld Weapons
Heavy Machine Guns Always a touchy subject, but by deep diving we see that the normal HMG is completely prevalent in Planetary Conquest, has a K/S ratio above what it acceptable, and renders short range rifles such as the Gallente Assault Rifle moot, something needed to be done. So we are reducing range on the HMG and Burst while keeping the the Assault HMG the highest range. We will also be reducing the ROF and increasing the damage on the Assault HMG, to make it a sort of an auto-cannon (with 75% efficiency against vehicles), that is able to interrupt shield recharge on LAVs, which is in turn being reduced from 102 to 40.
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.
Plasma Cannons These are, as demonstrated by the community, the worst AV weapon currently, and outclassed by the Swarm Launcher. Increasing reload speed, dps or flight speed, would make it too good against infantry, so we just went with a solid 13% increase in damage across all tiers. This will be good for those Anti-Shield Starter loadouts.
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.
Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
Large Turrets We made tweaks to make the Missile launcher ROF a little less, and increased heat build-up on Railguns. We reduced ROF on Blaster Turrets, while keeping DPS the same by increasing damage per projectile. That also makes sure that multi-hardened shield vehicles can be engaged, especially if utilizing the two new vehicle modules. We spent quite some time with the community on discussing Turrets, and are striving for solid balance between the three.
New Vehicle Modules We are adding the following modules to increase flavor of vehicle loadouts. They are specifically picked to support playstyles that are currently at a disadv...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kain Spero
Negative-Feedback.
4660
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Posted - 2015.03.05 06:10:00 -
[2] - Quote
Been waiting for this. :)
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Adipem Nothi
Nos Nothi
7270
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Posted - 2015.03.05 06:14:00 -
[3] - Quote
This looks fantastic. Can't wait to get in there and try these things out. o7
Shoot scout with yes.
- Ripley Riley
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Nocturnal Soul
5661
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Posted - 2015.03.05 06:16:00 -
[4] - Quote
Bout damn time \o/
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12107
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Posted - 2015.03.05 06:27:00 -
[5] - Quote
These changes seem good. I like the plasma cannon, PLC, myofibral, ambush, and starter fit changes. I hope the ASCR changes aren't overboard, but I am very excited for that as well.
Support 'Keshava' for the new Gallente HAV name in honor of Cat Merc's cat which recently passed away.
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Foundation Seldon
Heaven's Lost Property
879
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Posted - 2015.03.05 06:32:00 -
[6] - Quote
Light Assault Vehicle
Hmm ... hard to say anything without having solid numbers in front of me. The Methana/Baloch needed the hit point nerf as their base HP pools were sort of monstrous and if I can replace the hit points I lost with potentially a 120mm Plate thanks to the increased fitting then it's all the same for me. The Saga on the other hand was already pretty much glass. Of the 2 LAVs it was lacking significantly thanks to needing to dedicate its highs for increasing its tank in an environment in which no real utility based low slots (on par with Scanners/Nitrous) existed. The Saga-II was pretty much the only viable model from an actual Light ASSAULT Vehicle point of view. We'll see, again the fitting changes could very well make my concerns moot. I'd still prefer just having more slots to play around with though ...
New Vehicle Modules
Love em, especially the dispersion module that gives limited infantry slaying capability on the large blaster. We desperately needed this to encourage the Tank > Infantry > Anti-Tank interplay that we saw in earlier parts of the game. Crossing my fingers that people will actually start bringing them out again and we'll start seeing real asset escalation during a match. In their current state the only reason people really brought out tanks was to kill other vehicles (usually Dropships), run back to redline, and recall them once they were dispatched, now there'll be a reason to keep them around.
HAV Revamp
Love it, having access to protofits to try our hardest to break everything was pretty damn snazzy. And with going back on the Hardener fitting restriction change I'm confident that the Gunnlogi will at least stand a chance against the now downright terrifying Madrugar.
Marduk/Gladius
Do we have a skill bonus yet for these?
Small Blaster Tweaking -
We keep messing around with these but I'll stick to what I've always said. So long as the Small Missile and Small Railgun both have the ability to effectively take on infantry and vehicles alike there will never be an incentive to limiting your targets by using a Small Blaster instead. We seriously need to look at maybe modeling them like the new Large Blaster in having Low ROF high damage per shot (to break shield regen) and the ability to take on vehicles and infantry alike.
Issues that still need to be looked at :
Vehicle Shield Boosters. Seriously, they're broken and have been since the initial vehicle revamp hit Uprising. Because they're tied to the Shield Recharge mechanics they can be interrupted and thus they're not at all reliable in the thick of battle. Doubly so now that Large Blasters are looking to actually be a threat. May want to consider bringing back their previous function in just having HP pools that come back by X amount after every pulse of the module.
Hardener/Booster Effect still obscuring Small Turret aim, self explanatory. Not sure how viable it is to see the old effects make a return but I'll keep advocating for those because they worked! :P
But all and all, great stuff. Certainly more interesting than the initial release of Warlords.
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Pseudogenesis
Nos Nothi
2010
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Posted - 2015.03.05 06:35:00 -
[7] - Quote
Finally! I was jonesing for some more news, glad I can finally get my fix.
This looks to be a really solid hotfix, too. There's a lot of new "content" in the form of HAVs, myofibrils, the new assault HMG and the ASCR. Cloak changes are great, HMG changes are great, PLC changes are great, backpedal penalty is amazing, etc etc. This is good stuff.
Any ballpark estimate for when the hotfix is gonna land?
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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David Spd
Caldari State
180
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Posted - 2015.03.05 06:36:00 -
[8] - Quote
Assault Scrambler "massive" buff? Not exactly enthusiastic about that. Since I'm Caldari I'm biased, but now I have more justification to skill into Gallente fits.
That should be fun, at least.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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CCP Rattati
C C P C C P Alliance
17905
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Posted - 2015.03.05 06:36:00 -
[9] - Quote
Foundation Seldon wrote:Light Assault Vehicle
Hmm ... hard to say anything without having solid numbers in front of me.
Numbers are in the link
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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LOOKMOM NOHANDS
Warpoint Sharx
86
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Posted - 2015.03.05 06:36:00 -
[10] - Quote
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. |
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JIMvc2
Consolidated Dust
763
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Posted - 2015.03.05 06:38:00 -
[11] - Quote
I've been saving 3 million SP for the vehicles so I can wait. :D
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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CCP Rattati
C C P C C P Alliance
17911
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Posted - 2015.03.05 06:39:00 -
[12] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Y-BLOCK
BioCyberDevelopment
52
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Posted - 2015.03.05 06:40:00 -
[13] - Quote
Assault scrambler numbers reversed??
Now that You've Tasted my Mutton.. How do you Like it!?!
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Vicious Minotaur
2060
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Posted - 2015.03.05 06:43:00 -
[14] - Quote
Thoughts or whatever they call those brain things:
- Looking forward to putting the new Myofibrils and Assault HMG on my Minmatar Sentinel. - Hoping that the vehicle changes leads to more vehicle usage so my millions of AV SP don't feel utterly useless. - Yay backpedal nerf! - Still think you are approaching basic/burst HMG balance wrongly. (Seems overall like haphazard incrementalization)
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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duster 35000
Algintal Core Gallente Federation
329
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Posted - 2015.03.05 06:48:00 -
[15] - Quote
CCP Rattati wrote:Dear players,
Words um, please tell me the gunlogi will get an extra 30 pg and 50 cpu to compensate for the hardener change? As shield hardeners have low duration, high cool down...pro shield hardeners are the only viable hardener.
Molestia approved
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Nocturnal Soul
5664
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Posted - 2015.03.05 06:51:00 -
[16] - Quote
Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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duster 35000
Algintal Core Gallente Federation
330
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Posted - 2015.03.05 06:53:00 -
[17] - Quote
Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction.
Molestia approved
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CCP Rattati
C C P C C P Alliance
17914
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Posted - 2015.03.05 06:53:00 -
[18] - Quote
Y-BLOCK wrote:Assault scrambler numbers reversed??
Fixed thanks!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Nocturnal Soul
5664
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Posted - 2015.03.05 06:55:00 -
[19] - Quote
duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Pseudogenesis
Nos Nothi
2011
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Posted - 2015.03.05 06:55:00 -
[20] - Quote
duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Shhhh if he wants backpedal to be 50% then let him have what he wants
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Avallo Kantor
484
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Posted - 2015.03.05 06:58:00 -
[21] - Quote
One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. |
duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 06:59:00 -
[22] - Quote
Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about? It means it is only being reduced by 15% 85% of walking speed, if walking speed was 4, then it would be 3.60m/s
Also, I need me a respec soon, I was thinking the patch would come out this month, so I could get one traded to me...
Molestia approved
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Nocturnal Soul
5666
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Posted - 2015.03.05 07:00:00 -
[23] - Quote
duster 35000 wrote:Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about? It means it is only being reduced by 15% 85% of walking speed, if walking speed was 4, then it would be 3.60m/s Also, I need me a respec soon, I was thinking the patch would come out this month, so I could get one traded to me... Oh lol, that flew so far over my head
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 07:03:00 -
[24] - Quote
Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:duster 35000 wrote:Nocturnal Soul wrote:Honestly I'm starting to think 85% is a bit much I'd much rather it be 50% that way your still moving around 3m/s on med frames 85% of normal speed...not 85% reduction. Still is confusing, what I think he's saying is 85% of walking speed what are you talking about? It means it is only being reduced by 15% 85% of walking speed, if walking speed was 4, then it would be 3.60m/s Also, I need me a respec soon, I was thinking the patch would come out this month, so I could get one traded to me... Oh lol, that flew so far over my head It's fine.
Oh and armor hardeners are back to 40% now...mmakes mee want to respec into armor...
Molestia approved
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CCP Rattati
C C P C C P Alliance
17915
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Posted - 2015.03.05 07:03:00 -
[25] - Quote
Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside.
At 200 kills in PC, I am not to worried.
Let's monitor PC kills data and see if it even shows up in a month.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2487
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Posted - 2015.03.05 07:04:00 -
[26] - Quote
AScRs look batshit insane... The standard one does more DPS than a Duvolle. I can get the logic of the heat being a decent warrant for more damage, but maybe you should bump it to 36-37 instead of all the way to 38? I feel you'll be pulling the HMG out of the ARs niche and just pushing the AScR into it instead with such a massive buff...
I mean, I'll use it. I'll feel a little dirty, but I'll use it.
Home at Last <3
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Nocturnal Soul
5666
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Posted - 2015.03.05 07:04:00 -
[27] - Quote
Yeah but what really scares me now is the Saga HP changes... Basically has the same HP as a Caldari sentinel.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 07:09:00 -
[28] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. I don't doubt it. more dos than an ar, I think? More damage to shields, range, clip size, decent hipfire accuracy.
Might not be OP...aalso, is there a date for this? As I I'm pretty sure everyone would want to know.
Molestia approved
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Mossellia Delt
Militaires Sans Jeux
2329
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Posted - 2015.03.05 07:10:00 -
[29] - Quote
Wondering how a max level min assault with myofibers and hep mods will do...?
Delt for CPM2
CPM1 MISSION : FAILED
Moss-delt on skype
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MINA Longstrike
Kirjuun Heiian
2279
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Posted - 2015.03.05 07:12:00 -
[30] - Quote
As breakin stuff has said the 'HMG nerf' is just the pendulum swinging again and probably the exact wrong change to be made. I'll let him argue that though.
As for the vehicle names - they're not the final revised versions were supposed to be getting right?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22476
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Posted - 2015.03.05 07:13:00 -
[31] - Quote
"HMG DPS: 38400"
*sounds of sobbing*
I believe you have an oddity in your spreadsheet. This column should be damage per minute, or it needs a /60 tacked on.
ASCR changes are great.
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
What's with reducing the fitting requirements on the cloaks by <2% at proto? Is that going to make much difference?
I am immensely pleased by the LAV HP nerfs. In an age of BPO LAVs we do not need LAVs with such absurdly high HP numbers. Hopefully the increased fitting space will be good for drivers who properly fit their LAVs, too.
Blaster turrets... What are these changes intended to achieve? To make the blaster a more AV oriented turret? I'm not sure that works as for a 15% increase in DPS heat has increased by a third, and sustained DPS is important when trying to kill a tank with it. Speaking of blaster turrets, will dispersion be coming to the emplacements?
I wonder how missiles will fare.
Gallente Guide
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Starlight Burner
ROGUE RELICS
156
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Posted - 2015.03.05 07:13:00 -
[32] - Quote
Looks fine to me so far.... I'm just worried about the buff to the AScR & AHMG.
We don't need to create flavor of the months.
Thank god for CCP Rattati!!
Rogue Relics is my home away from home.
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Foundation Seldon
Heaven's Lost Property
879
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Posted - 2015.03.05 07:13:00 -
[33] - Quote
CCP Rattati wrote:Foundation Seldon wrote:Light Assault Vehicle
Hmm ... hard to say anything without having solid numbers in front of me. Numbers are in the link
Oh okay let's see what we're dealing with he-
-Saga and Methana HP pools cut in half-
Um ... hm. On the bright side their Shield Regen is able to be broken by a Small Blaster thanks to the lower threshold so yay limited AV capability.
Well let's see what we can do on the fitting side before we freak out , with max armor/shield fitting prof. we can do ...
Methana -
High- complex scanner 124CPU
Low- Basic 120mm Plate 76CPU 401PG Enhanced Light Armor Rep. 78CPU 156PG
Turret- Advanced Railgun 75CPU 109PG
Armor - 2240
Saga - ~I'll do it later but with the shield regen changes and the healthpool nerf my Saga-II is not looking so hot. :P ~
Definitely a nerf as currently I'm able to use a hardener and rely on its base health pool instead. I really have to question the intentions here, were LAVs in and of themselves a problem or was it the specific LAV/HMG Heavy combo that prompted this? If the data showed that LAVs themselves were a problem (which I kinda doubt) then this is justified. If you're just looking to nerf driveby heavies then I'm really going to have to recommend additional slots as well to compensate. We don't want to punish LAVs themselves for a problem that really has to do with the ease of getting out and gunning someone down before driving away. If the intention however is to make LAVs more vulnerable as an overall design decision (they were super vulnerable to AV grenades back in Chro for example and were made WAY tougher with Uprising and Uprising Post-Vehicle revamp) then we'll just see how it plays out.
Additional Hanging Issues :
Speed penalty on Complex 60mm Plates is currently greater than Basic/Enhanced 120mm Plates and equal to Complex 120mm Plates which diminishes the incentive in fitting them. Can we get a smooth progression that has the speed penalty scaling like this
Complex 120 > Enhanced 120 > Basic 120 > Complex 60 > Enhanced 60 > Basic 60?
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duster 35000
Algintal Core Gallente Federation
331
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Posted - 2015.03.05 07:17:00 -
[34] - Quote
Arkena Wyrnspire wrote:"HMG DPS: 38400"
*sounds of sobbing*
I believe you have an oddity in your spreadsheet. This column should be damage per minute, or it needs a /60 tacked on.
ASCR changes are great.
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
What's with reducing the fitting requirements on the cloaks by <2% at proto? Is that going to make much difference?
I am immensely pleased by the LAV HP nerfs. In an age of BPO LAVs we do not need LAVs with such absurdly high HP numbers. Hopefully the increased fitting space will be good for drivers who properly fit their LAVs, too.
Blaster turrets... What are these changes intended to achieve? To make the blaster a more AV oriented turret? I'm not sure that works as for a 15% increase in DPS heat has increased by a third, and sustained DPS is important when trying to kill a tank with it. Speaking of blaster turrets, will dispersion be coming to the emplacements?
I wonder how missiles will fare.
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too...
Molestia approved
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2488
|
Posted - 2015.03.05 07:17:00 -
[35] - Quote
And you are definitely going to need to cut the magazine size and carried ammo of the AHMG, by a substantial amount, if you didn't already think of that. It would be OP against -everything- if you don't. Just a reminder. I suggest 100 rounds.
Home at Last <3
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22476
|
Posted - 2015.03.05 07:18:00 -
[36] - Quote
Hm. Do we really need 3x AV grenades, after the damage buffs they got to compensate for only carrying 2?
Gallente Guide
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Foundation Seldon
Heaven's Lost Property
879
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Posted - 2015.03.05 07:21:00 -
[37] - Quote
Arkena Wyrnspire wrote:Hm. Do we really need 3x AV grenades, after the damage buffs they got to compensate for only carrying 2?
Given that virtually no one uses them I don't see why not.
Edit : And plus you're gonna want it thanks to the hilariously terrifying new HAV paradigm.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9735
|
Posted - 2015.03.05 07:25:00 -
[38] - Quote
Will there be a Vehicle Command Respec?
Turret's don't seem too much of a shift but hulls in themselves do.
Or should we wait later down the road when we get Minmatar and Amarr hull stand-ins?
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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12107
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Posted - 2015.03.05 07:29:00 -
[39] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Perhaps heat buildup should also be increased so that it does overheat on Amarr assault to balance the DPS buff. Perhaps the overheat should happen at around 65 rounds.
Support 'Keshava' for the new Gallente HAV name in honor of Cat Merc's cat which recently passed away.
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DUST Fiend
15944
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Posted - 2015.03.05 07:34:00 -
[40] - Quote
*heavy breathing*
Contests, Sales, Writing etc
Fly Safe
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2490
|
Posted - 2015.03.05 07:35:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Perhaps heat buildup should also be increased so that it does overheat on Amarr assault to balance the DPS buff. Perhaps the overheat should happen at around 65 rounds. I don't really know what Avallo is talking about... The gun does overheat if you lay into the trigger even for Amassault V. At the 70th round, IIRC.
I don't think it will be a problem on Amassault. Mostly because it will kill everything when used on any suit before it overheats. So not Amassault in particular, but just a problem overall.
Home at Last <3
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CCP Rattati
C C P C C P Alliance
17924
|
Posted - 2015.03.05 07:40:00 -
[42] - Quote
duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too...
They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17924
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Posted - 2015.03.05 07:41:00 -
[43] - Quote
Arkena Wyrnspire wrote:"HMG DPS: 38400"
*sounds of sobbing*
I believe you have an oddity in your spreadsheet. This column should be damage per minute, or it needs a /60 tacked on.
ASCR changes are great.
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
What's with reducing the fitting requirements on the cloaks by <2% at proto? Is that going to make much difference?
I am immensely pleased by the LAV HP nerfs. In an age of BPO LAVs we do not need LAVs with such absurdly high HP numbers. Hopefully the increased fitting space will be good for drivers who properly fit their LAVs, too.
Blaster turrets... What are these changes intended to achieve? To make the blaster a more AV oriented turret? I'm not sure that works as for a 15% increase in DPS heat has increased by a third, and sustained DPS is important when trying to kill a tank with it. Speaking of blaster turrets, will dispersion be coming to the emplacements?
I wonder how missiles will fare.
I notice native rep rates have appeared on tanks. Will they appear on LAVs?
Cloak fitting is meant to specifically address lower variants as STD and ADV scouts had a hard time fitting any cloaks. This is not meant for proto scouts/cloaks.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3093
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Posted - 2015.03.05 07:56:00 -
[44] - Quote
Looks good so far. Just gonna spitball a few things:
More modules will be useless on every vehicle except the new HAVs mainly because of the lack of slots. I hope a rebalance of the other vehicles after HAVs are done will address this, as well as bringing back LDS/LLAV/SLAV (or my idea: the Combat Recon LAV).
The new starter loadouts sound really cool and interesting, showcasing some of Dusts unique weapons. I'd appreciate it you could release a spreadsheet of the planned fits for community critique.
Yay buffs to AScR and PLC.
The increased equipment is great but I think the 50% Nerf to links is too much. Many tone it down to 25-33% if it's really a problem. Keeping links up on a Dom match is hard especially when you're not a Logi (throwing a hive as a scout almost always breaks your link).
Well, there goes my idea that the 5MCC BPO is a jump height mod. Still, I might actually skill into Myofibs just for those black hops.
I'm glad the small blaster is getting looked at, I think this will really help it out. I am worried that the large blaster with decreased RoF, increased damage, and the dispersion mod will become more anti-infantry focused. Sniping one or two shots in bursts is already pretty effective against infantry.
I hope LAVs are getting more slots as well.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Chimichanga66605
Capital Acquisitions LLC Bad Intention
339
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Posted - 2015.03.05 07:57:00 -
[45] - Quote
Holy ******* ****. Awesome. I can't wait to check out the Gladius. So, when do I get my Eryx back?
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
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Michael Epic
Horizons' Edge VP Gaming Alliance
552
|
Posted - 2015.03.05 07:57:00 -
[46] - Quote
This looks like a really solid update and totally makes me feel like you guys at CCP are really listening and doing things that will actually make this game better....much better!
Bravo!! =ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ=ƒæÅ
Michael Epic's "EPIC" Proposal to his girlfriend :D
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
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Posted - 2015.03.05 08:00:00 -
[47] - Quote
Rattati, all german players a know have the problem with havy-logi! The hmg is LP and the range is to short!!!! Why the range to all wappons have been reduced? You should give all wappons more range Rail Rifle 125m, Combat Rifle 110m,...
The range from HMG is miserable, please test is by our self!!!! If you really change the range and set the heat not back to 14/12/10 dust515 will lose so much players (me too!) Now havy-logi combo is not palyable, test it! In Uprising 1.7 havy-logi combo was playable, but now there all around us remote explosives and nova knives!
This is a future game! The vehicles can drive backward as forward! Give shield lav more amor, they fly to much!
I hope you unterstand that you destroy my life, if it will be changed not in the right way!
I hate all Updates after Uprising 1.7 and the RailRifle nerf! Only selfrepair is cool, but havy need more HP/s
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5196
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Posted - 2015.03.05 08:00:00 -
[48] - Quote
Simple Changes Backpedal speed only makes sense, people never moves quickly backwards as they do forwards. This will be a nice buff to Nova Knifers
Jump Height increase seems fun, though I still think some base increase to jump height, even without a Mirofib, is much needed. A heavy shouldn't have to put on a module just to transverse basic terrain. Even a very small increase would help stop the Uplink Heavy Deathtraps we often see.
13% increase to Plasma Cannon alpha damage? WHERE IS YOUR GOD NOW?! BWAHAHAHAHA
HMG changes look....interesting. We'll see how it all plays out.
Cloak changes seem totally reasonable. When the role bonus of the Scout is the cloak, but you can't even use it until level 3 or 4 while still maintaining a viable fit....that's a problem. Hopefully this will ease that restriction up a bit.
LAVs This seems like a reasonable stopgap to cut down on the excessively tanky, unfit LAVs. I do however think we need to have a full LAV pass at a later date to truly address them. (I know you're thinking, "Oh god, I'm never doing a vehicle rebalance again!" but honestly I think you'll find the LAV crowd far less.....feisty than the HAV crowd. As for dropships well....hahahaha....good luck with that one.
Turrets General buff to Blasters looks pretty decent, massive decrease in magazine size is interesting to say the least. I might have to put a few more points into that reload speed now. We'll see how that plays out.
Large Rails....looks like more shots per magazine....meh fine, I dont think it was needed but I can't think of a valid downside. Increase to heat buildup though....will that reduce the number of shots before overheat from 4 to 3 without a heat sink now?
Large Missiles....well then, I knew they needed to be toned down a bit but I think you might have gone too far with that reload. We'll see how much it affects their performance but I'd keep an eye on that one.
Vehicle Modules So shield hardeners will be harder to fit and armor hardeners will resist the same amount of damage now. This will probably discourage excessive stacking of shield hardeners, though I have to ask....shield hardeners do have a much shorter duration and a longer cooldown than an armor hardener. Given that Armor Hardeners will resist the same amount now, will you be looking at modifying the duration/cooldown of shield hardeners to bring it closer to armor hardeners?
Shield Regulators look awesome. 2 Complex Regulators will reduce a 4 second delay down to ~1.8s which will be beastly against infantry AV (recharge delay will be shorter than AV weapon refire rate)
Active Heat Sinks are awesome, I've missed them so.
Dispersion Reduction modules look nice too, will be nice to give them a try.
HAVs I noticed you decreased the resources for both HAVs (at least at the Proto level I checked), what is your reasoning behind this?
The increase to skill multiplier is interesting to say the least. Do you have plans to add a bonus/level to this skill in the future?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sgt Kirk
Fatal Absolution Negative-Feedback
9736
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Posted - 2015.03.05 08:03:00 -
[49] - Quote
CCP Rattati wrote:duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too... They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range. This is true. I can have decent damage at a decent range "in theory" currently. I just am unable to actually hit my target from that far.
I'm very excited to be able to use my LAV as a blaster platform once again.
I'm gettting back to my roots finally again finally!
Assault, HAV and LAV and now Commando is with that.
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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DUST Fiend
15945
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Posted - 2015.03.05 08:04:00 -
[50] - Quote
CCP Rattati wrote:duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too... They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range. Any word on letting the camera move with the turret while in first person on an ADS?
Contests, Sales, Writing etc
Fly Safe
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Sinboto Simmons
Dead Man's Game RUST415
7873
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Posted - 2015.03.05 08:10:00 -
[51] - Quote
Interesting idea to make the LAVs less protected, have you considered adding another slot as well? Or adding ADV/PRO LAVs?
Currently the slots are 1/2 and 2/1 methana-saga respectively, with the decrease in health I'm concerned with the LAVs becoming nothing more than scanning platforms and not actual attack vehicles. Especially considering how little hp the modules actually give.
Not to mention that it's very unlikely that a saga could be anywhere near as effective with one of two valuable slots taken by a scanner.
Just my thought, but take a look if you may.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3093
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Posted - 2015.03.05 08:11:00 -
[52] - Quote
DUST Fiend wrote:CCP Rattati wrote:duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too... They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range. Any word on letting the camera move with the turret while in first person on an ADS? There aren't enough controls to do this. The only option would be slightly up (remember the turret is on the bottom of the ADS) or down wth the right stick, though I personally don't recommend this.
Honestly I don't see why anyone wants this. The ADS always shoots slightly forward unless you're nose up. The passive/LoS scans always allow a chevron of an enemy blocked by your hull. Not to mention the huge inconvenience first person is or how a moving camera will mess up air-to-air fights.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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D4GG3R
KILL-EM-QUICK
805
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Posted - 2015.03.05 08:40:00 -
[53] - Quote
The ascr buff scares me
I'm pretty plain.
I watch anime for the boobs
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devjo88
ScReWeD uP InC Smart Deploy
6
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Posted - 2015.03.05 08:50:00 -
[54] - Quote
man i did not see a scr in there
Former director of Laughing Coffin
Proud member of ScReWeD uP iNc
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SEALSkiller8
S.E.E.K. N D.E.S.T.R.O.Y.
328
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Posted - 2015.03.05 08:52:00 -
[55] - Quote
When will be release this patch? (MARDUK, GLADIUS! GÖí)
Please CCP, can you remove the "Remote Explosive"? ...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2493
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Posted - 2015.03.05 09:00:00 -
[56] - Quote
Alright, I just got back from running a few matches running nothing but AScRs. o.O
I've changed my mind. A 15% buff seems a lot more reasonable after you get absolutely slaughtered by Calassaults when you use one. And they just slaughter you less than everything else does. Everything slaughters you.
I must have forgotten exactly how bad they are. God, they're terrible.
So f*** it. Go ahead with the 15% buff. So what if it ends up being a little OP? It would at least be a nice change of pace to have AScRs be the FotM for a little while. I actually don't think they will even be very OP, if at all, after using them though.
I still think their biggest problem is that they are barely usable outside of hipfiring, and that a different buff would be better, but a 15% damage buff would at least make them usable for the one thing they are good at. Hipfiring.
Home at Last <3
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7523
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Posted - 2015.03.05 09:04:00 -
[57] - Quote
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.
AV
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voidfaction
Nos Nothi
1245
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Posted - 2015.03.05 09:11:00 -
[58] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. I'm not saying the buff was not needed but looking at straight data for kills does not show how it gets used. I am sure many like me will use a shield dmg weapon to open and switch to an armor dmg weapon to get the kill. Me vs Sentinel is start with flux/ar and finish off with smg/bolt pistol. Data would show the smg/bolt as the over performer for the kill even though it was a combo of both to get the kill.
noi¦Ü+ö+Æßû+(V)Faction
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Evan Gotabor
Prima Gallicus
150
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Posted - 2015.03.05 09:18:00 -
[59] - Quote
Sounds great, especially the vehicle part. But I don't see the heavy armored tanks with low speed aren't there. Are they still planned ?
Prima Gallicus diplomat
Eve 21 day Trial
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voidfaction
Nos Nothi
1245
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Posted - 2015.03.05 09:19:00 -
[60] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
*sounds of sobbing*
I believe you have an oddity in your spreadsheet. This column should be damage per minute, or it needs a /60 tacked on.
ASCR changes are great.
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
What's with reducing the fitting requirements on the cloaks by <2% at proto? Is that going to make much difference?
I am immensely pleased by the LAV HP nerfs. In an age of BPO LAVs we do not need LAVs with such absurdly high HP numbers. Hopefully the increased fitting space will be good for drivers who properly fit their LAVs, too.
Blaster turrets... What are these changes intended to achieve? To make the blaster a more AV oriented turret? I'm not sure that works as for a 15% increase in DPS heat has increased by a third, and sustained DPS is important when trying to kill a tank with it. Speaking of blaster turrets, will dispersion be coming to the emplacements?
I wonder how missiles will fare.
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Cloak fitting is meant to specifically address lower variants as STD and ADV scouts had a hard time fitting any cloaks. This is not meant for proto scouts/cloaks. Will be a big help to my cloaked gal assault. thanks
noi¦Ü+ö+Æßû+(V)Faction
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CCP Rattati
C C P C C P Alliance
17934
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Posted - 2015.03.05 09:21:00 -
[61] - Quote
Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig.
reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17934
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Posted - 2015.03.05 09:24:00 -
[62] - Quote
Vulpes Dolosus wrote: The new starter loadouts sound really cool and interesting, showcasing some of Dusts unique weapons. I'd appreciate it you could release a spreadsheet of the planned fits for community critique.
I'm glad the small blaster is getting looked at, I think this will really help it out. I am worried that the large blaster with decreased RoF, increased damage, and the dispersion mod will become more anti-infantry focused. Sniping one or two shots in bursts is already pretty effective against infantry.
The Starter loadouts are all in the sheet .
Large Rails kill more infantry than Large blasters right now , it's ok if they get slightly better. 3 AV grenades.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Poison Diego
Dead Man's Game RUST415
568
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Posted - 2015.03.05 09:34:00 -
[63] - Quote
Nocturnal Soul wrote:Bout damn time \o/ Edit: hey so since you added a new module to vehicles do you think you can use that same idea to create resistance mods and heat sinks for infantry? Nice try AMARR SCUM!
proud CBM member
Nýja Eden er bara byrjunin.
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CCP Rattati
C C P C C P Alliance
17937
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Posted - 2015.03.05 09:35:00 -
[64] - Quote
Pokey Dravon wrote:Simple ChangesBackpedal speed only makes sense, people never moves quickly backwards as they do forwards. This will be a nice buff to Nova Knifers Jump Height increase seems fun, though I still think some base increase to jump height, even without a Mirofib, is much needed. A heavy shouldn't have to put on a module just to transverse basic terrain. Even a very small increase would help stop the Uplink Heavy Deathtraps we often see. 13% increase to Plasma Cannon alpha damage? WHERE IS YOUR GOD NOW?! BWAHAHAHAHA HMG changes look....interesting. We'll see how it all plays out. Cloak changes seem totally reasonable. When the role bonus of the Scout is the cloak, but you can't even use it until level 3 or 4 while still maintaining a viable fit....that's a problem. Hopefully this will ease that restriction up a bit. LAVsThis seems like a reasonable stopgap to cut down on the excessively tanky, unfit LAVs. I do however think we need to have a full LAV pass at a later date to truly address them. (I know you're thinking, "Oh god, I'm never doing a vehicle rebalance again!" but honestly I think you'll find the LAV crowd far less.....feisty than the HAV crowd. As for dropships well....hahahaha....good luck with that one. TurretsGeneral buff to Blasters looks pretty decent, massive decrease in magazine size is interesting to say the least. I might have to put a few more points into that reload speed now. We'll see how that plays out. Large Rails....looks like more shots per magazine....meh fine, I dont think it was needed but I can't think of a valid downside. Increase to heat buildup though....will that reduce the number of shots before overheat from 4 to 3 without a heat sink now? Large Missiles....well then, I knew they needed to be toned down a bit but I think you might have gone too far with that reload. We'll see how much it affects their performance but I'd keep an eye on that one. Vehicle ModulesSo shield hardeners will be harder to fit and armor hardeners will resist the same amount of damage now. This will probably discourage excessive stacking of shield hardeners, though I have to ask....shield hardeners do have a much shorter duration and a longer cooldown than an armor hardener. Given that Armor Hardeners will resist the same amount now, will you be looking at modifying the duration/cooldown of shield hardeners to bring it closer to armor hardeners? Shield Regulators look awesome. 2 Complex Regulators will reduce a 4 second delay down to ~1.8s which will be beastly against infantry AV (recharge delay will be shorter than AV weapon refire rate) Active Heat Sinks are awesome, I've missed them so. Dispersion Reduction modules look nice too, will be nice to give them a try. HAVsI noticed you decreased the resources for both HAVs (at least at the Proto level I checked), what is your reasoning behind this? The increase to skill multiplier is interesting to say the least. Do you have plans to add a bonus/level to this skill in the future?
Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
HAV resources were tuned down a bit to be future-proof for a PG/CPU boosting skills, also simply concerns for infantry balance.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17937
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Posted - 2015.03.05 09:36:00 -
[65] - Quote
Sinboto Simmons wrote:Interesting idea to make the LAVs less protected, have you considered adding another slot as well? Or adding ADV/PRO LAVs?
Currently the slots are 1/2 and 2/1 methana-saga respectively, with the decrease in health I'm concerned with the LAVs becoming nothing more than scanning platforms and not actual attack vehicles. Especially considering how little hp the modules actually give.
Not to mention that it's very unlikely that a saga could be anywhere near as effective with one of two valuable slots taken by a scanner.
Just my thought, but take a look if you may.
That is easily the best way to buff LAV's, adding slots. Good point (for later)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
Prima Gallicus
292
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Posted - 2015.03.05 09:37:00 -
[66] - Quote
I'm concerned about the AScR, it's actually not that weak atm, it's just the OP ScR (still nothing to nerf it?) that beats it everywhere so nobody is using the assault variant. Also in PC the meta is even more favouring armour tanking than the public meta, so a laser weapon can't be a good choice. You know, if people use a weapon over another, it's often because it performs better. You can't make a laser weapon as good as anti-armour weapons in an armour meta without making it OP. And plz reduce the max RoF of the scrambler rifle, first because it's too good and then that would make the AScR more useful.
Otherwise I like the other changes, I've been waiting for that hotfix for a long time. When can we hope to see it deployed? |
Jebus McKing
Nos Nothi
1625
|
Posted - 2015.03.05 09:39:00 -
[67] - Quote
AScR buff is too much. It is not as bad of a weapon as people say it is. Sure, it has issues with armor tankers, naturally, but apart from that it is quite decent already.
With this buff though it will have the highest DPS of all rifle assault variants AND the second highest range. Also, I found the heat built-up to not be a problem at all, not even if using a non-AM-Assault suit.
AScR will be Bolt Pistol 2.0. But I trust in Rattati to hotfix the hotfix in a timely manner if my predictions become reality.
Myofibs only giving 25% jump height at PRO? Hm, I expected more. What about also reducing the CPU requirements a bit? Currently it requires 51 CPU, which is a lot for a module with such limited usefulness.
Jebus hates scans.
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CCP Rattati
C C P C C P Alliance
17938
|
Posted - 2015.03.05 09:43:00 -
[68] - Quote
Jebus McKing wrote:AScR buff is too much. It is not as bad of a weapon as people say it is. Sure, it has issues with armor tankers, naturally, but apart from that it is quite decent already.
With this buff though it will have the highest DPS of all rifle assault variants AND the second highest range. Also, I found the heat built-up to not be a problem at all, not even if using a non-AM-Assault suit.
AScR will be Bolt Pistol 2.0. But I trust in Rattati to hotfix the hotfix in a timely manner if my predictions become reality.
Myofibs only giving 25% jump height at PRO? Hm, I expected more. What about also reducing the CPU requirements a bit? Currently it requires 51 CPU, which is a lot for a module with such limited usefulness.
I will monitor the ASCR.
The Myofibs need to be scaled at triple stacking. Otherwise we will be seeing players jumping "silly" and I don't want that, I want ninjas, not Hancock
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Francois Sanchez
Prima Gallicus
292
|
Posted - 2015.03.05 09:45:00 -
[69] - Quote
I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). |
Iron Wolf Saber
Den of Swords
18761
|
Posted - 2015.03.05 09:48:00 -
[70] - Quote
Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked).
Lot of games actually nerf your ability to sense well while cloaked. They too concluding that having full access to extrasensory mechanics while cloaked proved too powerful.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 09:51:00 -
[71] - Quote
CCP Rattati wrote:Jebus McKing wrote:AScR buff is too much. It is not as bad of a weapon as people say it is. Sure, it has issues with armor tankers, naturally, but apart from that it is quite decent already.
With this buff though it will have the highest DPS of all rifle assault variants AND the second highest range. Also, I found the heat built-up to not be a problem at all, not even if using a non-AM-Assault suit.
AScR will be Bolt Pistol 2.0. But I trust in Rattati to hotfix the hotfix in a timely manner if my predictions become reality.
Myofibs only giving 25% jump height at PRO? Hm, I expected more. What about also reducing the CPU requirements a bit? Currently it requires 51 CPU, which is a lot for a module with such limited usefulness. I will monitor the ASCR. The Myofibs need to be scaled at triple stacking. Otherwise we will be seeing players jumping "silly" and I don't want that, I want ninjas, not Hancock You sir, get 1 internet for referencing that movie.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 09:52:00 -
[72] - Quote
Iron Wolf Saber wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). Lot of games actually nerf your ability to sense well while cloaked. They too concluding that having full access to extrasensory mechanics while cloaked proved too powerful. Planetside 2? It just stops regen.
I say planetside 2 because the game has been out for awhile and has alot of rebalancing.
Molestia approved
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VALCORE72
Dead Man's Game RUST415
222
|
Posted - 2015.03.05 09:52:00 -
[73] - Quote
again JUMP MODS are a really really bad idea . you will see scouts are going to have a field day again . if heavys wanted to jump dont put so many plates on |
Haerr
Nos Nothi
2435
|
Posted - 2015.03.05 09:57:00 -
[74] - Quote
if we have already specced lvl 5 in HAVs will you deduct SP from our unallocated pool or will it be like in EVE? |
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CCP Rattati
C C P C C P Alliance
17943
|
Posted - 2015.03.05 09:57:00 -
[75] - Quote
Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked).
We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sequal's Back
Dead Man's Game RUST415
356
|
Posted - 2015.03.05 10:00:00 -
[76] - Quote
Let me create other accounts I need to like this a thousand times.
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Francois Sanchez
Prima Gallicus
293
|
Posted - 2015.03.05 10:01:00 -
[77] - Quote
Iron Wolf Saber wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). Lot of games actually nerf your ability to sense well while cloaked. They too concluding that having full access to extrasensory mechanics while cloaked proved too powerful.
I agree that before it was too powerful, however at that time the scout had a better scan range, the directional arrow and finally hadn't a cloak delay. Now you can have the silly situation where a scout is cloaked and has an enemy 5 meters next to him and doesn't notice him, whereas if the enemy is a medium suit, he may scan the scout. Also it's really frustrating to run cloaked into a bunch of enemies without knowing it, and then with the one second delay (that needs to be kept) you can't even try to defend yourself. A removal of the scan range penalty may be too much, but don't you think 85% is exagerated? The cloaked scout is the only suit in the game not able to spot a sentinel within 10 meters. |
Francois Sanchez
Prima Gallicus
293
|
Posted - 2015.03.05 10:07:00 -
[78] - Quote
CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible.
Sure, but would it be OP if a cloaked scout was able to detect a sentinel within 10 meters? I'm not necessarily asking for a full removal, but for a reduction of the penalty, maybe to 60% or something of that kind. I've also proposed a while ago to reduce the range penalty, but also add a precison penalty so that scouts can spot sentinels within something like 15 meters and medium suits within 7.5 meters. And maybe make smaller the higher tier cloak penalty to push people to use a PRO cloak |
voidfaction
Nos Nothi
1245
|
Posted - 2015.03.05 10:07:00 -
[79] - Quote
CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I understand you want the cloak ot be more of defensive tool. I use it for climbing laders, hacking non objectives, hiding in corners to heal/camp, and cross open areas. Even though I think it does this well I think the shimmer could use a little work so we don't look like blue glowing dead jedi running around in dark maps. Would shimmer reduction or rework be a possibility?
noi¦Ü+ö+Æßû+(V)Faction
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duster 35000
Algintal Core Gallente Federation
331
|
Posted - 2015.03.05 10:14:00 -
[80] - Quote
voidfaction wrote:CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I understand you want the cloak ot be more of defensive tool. I use it for climbing laders, hacking non objectives, hiding in corners to heal/camp, and cross open areas. Even though I think it does this well I think the shimmer could use a little work so we don't look like blue glowing dead jedi running around in dark maps. Would shimmer reduction or rework be a possibility? Oh how I hate the shimmer, most of the time I'm glowing so the cloak is absolutely useless.
Molestia approved
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DUST Fiend
15945
|
Posted - 2015.03.05 10:17:00 -
[81] - Quote
Vulpes Dolosus wrote:DUST Fiend wrote:CCP Rattati wrote:duster 35000 wrote:Arkena Wyrnspire wrote:"HMG DPS: 38400"
I notice native rep rates have appeared on tanks. Will they appear on LAVs? Small blasters also needed a slight range buff too... They have plenty of range, it's just ruined by dispersion, with inverse dispersion it should become more accurate over time and use that range. Any word on letting the camera move with the turret while in first person on an ADS? There aren't enough controls to do this. The only option would be slightly up (remember the turret is on the bottom of the ADS) or down wth the right stick, though I personally don't recommend this. Honestly I don't see why anyone wants this. The ADS always shoots slightly forward unless you're nose up. The passive/LoS scans always allow a chevron of an enemy blocked by your hull. Not to mention the huge inconvenience first person is or how a moving camera will mess up air-to-air fights. Not enough controls? It already exists, just in third person. The EXACT same controls could be used, but instead of locking the first person cam in place, it swivels, exactly as it does in third person. This allows a pilot who is familiar with his craft to actually SEE (holy cow) the infantry that he's shooting, which actually allows for small blasters to be used as front guns. Even with the chevron many many times it just blends into the light of the hull.
I'm not sure what the resistance is to letting pilots see what they're doing
Contests, Sales, Writing etc
Fly Safe
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Francois Sanchez
Prima Gallicus
293
|
Posted - 2015.03.05 10:20:00 -
[82] - Quote
duster 35000 wrote:voidfaction wrote:CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I understand you want the cloak ot be more of defensive tool. I use it for climbing laders, hacking non objectives, hiding in corners to heal/camp, and cross open areas. Even though I think it does this well I think the shimmer could use a little work so we don't look like blue glowing dead jedi running around in dark maps. Would shimmer reduction or rework be a possibility? Oh how I hate the shimmer, most of the time I'm glowing so the cloak is absolutely useless.
The funny think with the shimmer is that it makes you easier to spot in the shadows than in the light. It's kinda counter-intuitive. I don't have a particular problem with the shimmer in its current form, but if it gets changed, I would like it to look like a shadow rather than a neon. It would make you harder to detect in dark areas which is more logical |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
145
|
Posted - 2015.03.05 10:23:00 -
[83] - Quote
CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I like that. I also like the idea of not being penalized for equipping it but not using it. Can that be fixed?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Sinboto Simmons
Dead Man's Game RUST415
7876
|
Posted - 2015.03.05 10:30:00 -
[84] - Quote
Honestly I believe the cloak to be rather useless, unless you're hacking or going up ladders, the quote invisibility unquote, is clearly visible while moving and hampers your combat effectiveness. Also at the cost of our already nerf hammered EWAR capabilities.
If you're experienced enough to you can do just as well without a cloak as with one, the reason many scouts are now running equipment in that slot now: there's no real reason to use the cloak in most situations as it is.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
|
Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.05 10:39:00 -
[85] - Quote
The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range!
Please Rattati write me what you think!!!
I hate all Updates after Uprising 1.7 and the RailRifle nerf! Only selfrepair is cool, but havy need more HP/s
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7524
|
Posted - 2015.03.05 10:41:00 -
[86] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone My counterpoint is the assault forge gun isn't considered OP versus infantry. The only real difference between the two is how fast you can get the shots off. The assault forge lunks rounds a lot faster overall. The PLC is only faster for one shot.
PLC is also harder to hit with.
AV
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VALCORE72
Dead Man's Game RUST415
222
|
Posted - 2015.03.05 10:44:00 -
[87] - Quote
ok if the jump mods are added what do you plan on doing with re's ?? since this will increase throw range of it ?? nova knifes buff ?? they do 1900 damage plus on a suit running at 11 that breaks hit detection ? |
Baal Omniscient
Qualified Scrub
2186
|
Posted - 2015.03.05 10:46:00 -
[88] - Quote
Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_-
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
|
Posted - 2015.03.05 10:46:00 -
[89] - Quote
CCP Rattati wrote:Dear players, We are removing all vehicles from the OMS gamemode. Ambush and OMS will from now on be infantry only, a traditional Team Death Match mode. Now I may have slightly misquoted you here rattata, but thus is what you said right? Instead of giving the OMS game modeits queue back, you're kicking pilots out of a second gamemode by eliminating player owned OMS from the OMS game mode? So its just an ambush now then.
An entire game mode that had a strong following among pilots and av instead of being reinstated is being delivered the finishing blow? And still we can't purchase or call in turrets or other installations. Dark days, my friends. And I see tanks yet expanded but no word on logi vehicles or scout lavs. I'd stop crying about mtacs for a little if I could have my Callisto back. Just for a little. I'll push for mtacs until there is no more EVE if I have to. We were promised mtacs in 2013
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
|
Posted - 2015.03.05 10:49:00 -
[90] - Quote
Baal Omniscient wrote:Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_- Baal how could you?! Besides, sentinels have been stealth kill proof for awhile. We need this, let us have it.
CCP rattati while were talking about realism, why does the guy who layers on 3 sets of armor turn as quick as thevgiy who has no armor and does have biotic upgrades?
Sebiestor scout, MTAC pilot, Merc w/ a face
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VALCORE72
Dead Man's Game RUST415
222
|
Posted - 2015.03.05 10:50:00 -
[91] - Quote
Greiv Rabbah wrote:CCP Rattati wrote:Dear players, We are removing all vehicles from the OMS gamemode. Ambush and OMS will from now on be infantry only, a traditional Team Death Match mode. Now I may have slightly misquoted you here rattata, but thus is what you said right? Instead of giving the OMS game modeits queue back, you're kicking pilots out of a second gamemode by eliminating player owned OMS from the OMS game mode? So its just an ambush now then. An entire game mode that had a strong following among pilots and av instead of being reinstated is being delivered the finishing blow? And still we can't purchase or call in turrets or other installations. Dark days, my friends. And I see tanks yet expanded but no word on logi vehicles or scout lavs. I'd stop crying about mtacs for a little if I could have my Callisto back. Just for a little. I'll push for mtacs until there is no more EVE if I have to. We were promised mtacs in 2013 for the love of god YES |
Stefan Stahl
Seituoda Taskforce Command
1022
|
Posted - 2015.03.05 10:57:00 -
[92] - Quote
1. Loving the buff to carried amount of AV grenades.
2. I've been using the AScR a lot lately and I think you may be overdoing it. I don't know which method you used to arrive at the 15% buff, but it appears incredibly large. I'd suggest a 5% buff as a first step.
3. Buff to Plasma Cannon is solid I believe. It's my second weapon of choice the last few weeks (yes, I've been using an Amarr Commando) and quite honestly needs a bit more direct damage to become viable as a solo AV option within it's limited range. I'm looking forward to one-shotting unfit LAVs for a few days after this change goes life.
4. I see railgun damage is unmodified? That would be incredibly good news for railgun and dropship interaction. When I left the HAV discussion this was my main point of objection. I realize a heatsink will allow a railgun a fifth shot, but I think that's a valid tradeoff.
5. The hardener changes will bring the Myron closer to the Grimsnes in performance. This is a good change. |
BLUNT SMKR
Ahrendee Inc. Negative-Feedback
153
|
Posted - 2015.03.05 11:18:00 -
[93] - Quote
Thx for the Ascr buff probably my fav weapon. Mainly cause of the red dot sight but it just couldn't compete with other guns on a straight up 1v1 situation.
TeamWork>KDR
losses only make the wins that much better
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Pagl1u M
Dead Man's Game RUST415
1721
|
Posted - 2015.03.05 11:19:00 -
[94] - Quote
CCP Rattati wrote: 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.
Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them???
Are you kidding me?
I'll comment later about the other things that are really great, but this... Is really BS!
One of the few assaults you'll find in a PC match!
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RedPencil
Random Gunz RISE of LEGION
167
|
Posted - 2015.03.05 11:21:00 -
[95] - Quote
CCP Rattati wrote: I will monitor the ASCR.
The Myofibs need to be scaled at triple stacking. Otherwise we will be seeing players jumping "silly" and I don't want that, I want ninjas, not Hancock
Right now, we already have a bunch of kangaroo jumping backward while shooting.....
Beware Paper cut M[;..;]M
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Pagl1u M
Dead Man's Game RUST415
1722
|
Posted - 2015.03.05 11:29:00 -
[96] - Quote
Do we have a release date?
One of the few assaults you'll find in a PC match!
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Stefan Stahl
Seituoda Taskforce Command
1022
|
Posted - 2015.03.05 11:36:00 -
[97] - Quote
Pagl1u M wrote:Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them???
Are you kidding me?
I'll comment later about the other things that are really great, but this... Is really BS! This buff concerns proximity explosives, not remote explosives. |
Jebus McKing
Nos Nothi
1626
|
Posted - 2015.03.05 11:37:00 -
[98] - Quote
Pagl1u M wrote:Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them???
Are you kidding me?
I'll comment later about the other things that are really great, but this... Is really BS! Calm down!
Take a look at the spreadsheet.
Only max carried for proxies is increased, not standard REs.
Jebus hates scans.
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Pagl1u M
Dead Man's Game RUST415
1723
|
Posted - 2015.03.05 11:41:00 -
[99] - Quote
Jebus McKing wrote:Pagl1u M wrote:Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them???
Are you kidding me?
I'll comment later about the other things that are really great, but this... Is really BS! Calm down! Take a look at the spreadsheet. Only max carried for proxies is increased, not standard REs. I went full retrd. I'm sorry CCP Rattati, are we still friends? Plzzz
One of the few assaults you'll find in a PC match!
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Varoth Drac
Dead Man's Game RUST415
640
|
Posted - 2015.03.05 11:46:00 -
[100] - Quote
So much awesome stuff. Can't wait! |
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Sinboto Simmons
Dead Man's Game RUST415
7878
|
Posted - 2015.03.05 11:54:00 -
[101] - Quote
VALCORE72 wrote:ok if the jump mods are added what do you plan on doing with re's ?? since this will increase throw range of it ?? nova knifes buff ?? they do 1900 damage plus on a suit running at 11 that breaks hit detection ? Why are all the guys from my corp making knee jerk post?
And do you know how difficult it is to get a Minja to 11 m/s and still be combat effeffective? It's like cutting your left arm off.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
|
Stefan Stahl
Seituoda Taskforce Command
1022
|
Posted - 2015.03.05 11:57:00 -
[102] - Quote
Stefan Stahl wrote:5. The hardener changes will bring the Myron closer to the Grimsnes in performance. This is a good change. Are you sure about making armor hardeners have equal damage resistance as shield hardeners? The original intent was for shield hardeners to be short duration and long cooldown delay but high effect and armor hardeners to be longer duration and shorter cooldown with less effect. Now you're making them have the same effect but different durations and cooldowns.
Why take a 40% shield hardener for 30 seconds over a 40% armor hardener for 45 seconds when the armor hardener has the shorter cooldown too? That will very likely make the armor hardener more useful than the shield hardener. I would've gone with making armor hardeners have 30% resistance bonus as a first step. |
Tesfa Alem
Death by Disassociation
904
|
Posted - 2015.03.05 11:58:00 -
[103] - Quote
Heh, my heavies have more HP than my Saga now.
The only thing my crystal ball tells me is the Assault HMG wil be on the rise. Damage vs vehicles + outranges the other HMGs, and improved DPS.
I do like the idea of a squad of heavies turning thier heads to the sky and giving my Dropship a serious threat to consider. That along with mass drivers should stop attacking non-AV infantry from the air from being the mugging it is today.
Redline for Thee, but no Redline for Me.
|
RedPencil
Random Gunz RISE of LEGION
167
|
Posted - 2015.03.05 12:04:00 -
[104] - Quote
CCP Rattati wrote:Cloak fitting is meant to specifically address lower variants as STD and ADV scouts had a hard time fitting any cloaks. This is not meant for proto scouts/cloaks.
Can you adjust the new PG use a bit by get rid of those 0.25 decimal ?
Adv PG 45 - > 44 / 11.25 - > 11.00 ( With max scout skill )
Proto PG 69 - > 68 / 17.25 - > 17.00 ( With max scout skill )
This might make it worth to train the Weapon Fitting Optimization Skill above level 3
Beware Paper cut M[;..;]M
|
duster 35000
Algintal Core Gallente Federation
334
|
Posted - 2015.03.05 12:11:00 -
[105] - Quote
Tesfa Alem wrote:Heh, my heavies have more HP than my Saga now. The only thing my crystal ball tells me is the Assault HMG wil be on the rise. Damage vs vehicles + outranges the other HMGs, and improved DPS. I do like the idea of a squad of heavies turning thier heads to the sky and giving my Dropship a serious threat to consider. That along with mass drivers should stop attacking non-AV infantry from the air from being the mugging it is today. Lower rof, standard hmg will be the go to.
Molestia approved
|
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
975
|
Posted - 2015.03.05 12:11:00 -
[106] - Quote
Could you also hotfix to stop people dropping into battles that are over - there have been many threads about this already - It's still happening (a lot). |
Baal Omniscient
Qualified Scrub
2186
|
Posted - 2015.03.05 12:18:00 -
[107] - Quote
Greiv Rabbah wrote:Baal Omniscient wrote:Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_- Baal how could you?! Besides, sentinels have been stealth kill proof for awhile. We need this, let us have it. CCP rattati while were talking about realism, why does the guy who layers on 3 sets of armor turn as quick as thevgiy who has no armor and does have biotic upgrades? Turn speed for heavies is an issue, backpedaling speed was not. Scouts could already walk forward faster than other suits could backpedal, and if you have been seen as a scout then you f'd up.
In short, it's not the fault of non-OHK weapon users that so many people using ganking weapons decide to rush from the front or decide not to work from cover to cover, but you are now punishing them for it anyway.
Once again, thanks for the totally unnecessary buff to OHK weapons.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
|
Posted - 2015.03.05 12:38:00 -
[108] - Quote
Stefan Stahl wrote:Stefan Stahl wrote:5. The hardener changes will bring the Myron closer to the Grimsnes in performance. This is a good change. Are you sure about making armor hardeners have equal damage resistance as shield hardeners? The original intent was for shield hardeners to be short duration and long cooldown delay but high effect and armor hardeners to be longer duration and shorter cooldown with less effect. Now you're making them have the same effect but different durations and cooldowns. Why take a 40% shield hardener for 30 seconds over a 40% armor hardener for 45 seconds when the armor hardener has the shorter cooldown too? That will very likely make the armor hardener more useful than the shield hardener. I would've gone with making armor hardeners have 30% resistance bonus as a first step. 30%-40% is going to be the necessary range. Better to get it over with NOW. Because AV weapons were going to need tweaking anyway. If we bite the bullet NOW we can adjust and do the necessary work in two steps rather than four.
AV
|
Stefan Stahl
Seituoda Taskforce Command
1023
|
Posted - 2015.03.05 12:56:00 -
[109] - Quote
Breakin Stuff wrote:30%-40% is going to be the necessary range. Better to get it over with NOW. Because AV weapons were going to need tweaking anyway. If we bite the bullet NOW we can adjust and do the necessary work in two steps rather than four. If the two hardeners have similar fitting requirements and similar resistance bonuses, are we going to give them similar durations and cooldowns or is that just going to be an artifact of nobody caring enough?
I don't mind buffing the armor hardener. The relationship between strength of effect and duration/cooldown is what I'm going on about. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
628
|
Posted - 2015.03.05 12:58:00 -
[110] - Quote
Dem Myofibs.
I'm now skilling into Minmatar Scout. There are quite a few parts on some maps that feel like they were intended to be traversed with jumps, but were not traversable until this change.
Also, let's see if I can make a melee specialist Assault. Jump over the wall and fist everyone, then pull an RE/grenade if I'm about to die. |
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duster 35000
Algintal Core Gallente Federation
334
|
Posted - 2015.03.05 13:05:00 -
[111] - Quote
Sole Fenychs wrote:Dem Myofibs.
I'm now skilling into Minmatar Scout. There are quite a few parts on some maps that feel like they were intended to be traversed with jumps, but were not traversable until this change.
Also, let's see if I can make a melee specialist Assault. Jump over the wall and fist everyone, then pull an RE/grenade if I'm about to die. Prepare your anus! I have an assault and am going to fist you.
...see? That came out wrong.
Also, if you use myofibs on the min scout, you won't have any hp. so, cal scout, gal scout, or min assault it.
Molestia approved
|
Stormblade Green
KnightKiller's inc.
35
|
Posted - 2015.03.05 13:18:00 -
[112] - Quote
Well probably the only one who looks at this and smiles.... I'm going to wreak some tankers' day. And thank you for not adding yet another heat build up need to the HMG.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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duster 35000
Algintal Core Gallente Federation
335
|
Posted - 2015.03.05 13:26:00 -
[113] - Quote
Stormblade Green wrote:Well probably the only one who looks at this and smiles.... I'm going to wreak some tankers' day. And thank you for not adding yet another heat build up need to the HMG. Yeah, I'm going to *Russian accent* **** them up.
Molestia approved
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ASSASSINO RITARDATO
Dead Man's Game
20
|
Posted - 2015.03.05 13:28:00 -
[114] - Quote
Wait...are you nerfing the hmg damage or is it a bug?
My main was banned
|
voidfaction
Nos Nothi
1252
|
Posted - 2015.03.05 13:31:00 -
[115] - Quote
duster 35000 wrote:Sole Fenychs wrote:Dem Myofibs.
I'm now skilling into Minmatar Scout. There are quite a few parts on some maps that feel like they were intended to be traversed with jumps, but were not traversable until this change.
Also, let's see if I can make a melee specialist Assault. Jump over the wall and fist everyone, then pull an RE/grenade if I'm about to die. Prepare your anus! I have an assault and am going to fist you. ...see? That came out wrong. Also, if you use myofibs on the min scout, you won't have any hp. so, cal scout, gal scout, or min assault it. Oh great now the min scout will be asking even more for more dampening buffs and active scanner nerfs so they can armor tank and and jump, lol Probably already working on a plan to make myo's min scout exclusive and adding innate jump bonus to the suit to go with all the other innate bonuses it has.
noi¦Ü+ö+Æßû+(V)Faction
|
Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.05 13:32:00 -
[116] - Quote
ASSASSINO RITARDATO wrote:Wait...are you nerfing the hmg damage or is it a bug?
They don't know that the scatter from the assault hmg is enabled!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
|
shaman oga
Dead Man's Game
4097
|
Posted - 2015.03.05 13:36:00 -
[117] - Quote
First thing first. I'm ready to jump
One question on vehicles: Multiplier increase: what happen if i skill today HAV operation to level 5? Will you refund that skill when you'll release hotfix echo?
Milk my barge > Acquire Key > Open mistery box > quit Dust514
|
Celus Ivara
DUST University Ivy League
305
|
Posted - 2015.03.05 13:37:00 -
[118] - Quote
CCP Rattati wrote:Jebus McKing wrote:Myofibs only giving 25% jump height at PRO? Hm, I expected more. What about also reducing the CPU requirements a bit? Currently it requires 51 CPU, which is a lot for a module with such limited usefulness. The Myofibs need to be scaled at triple stacking. Otherwise we will be seeing players jumping "silly" and I don't want that, I want ninjas, not Hancock For the last two years I have spent an absolutely absurd amount of time in every battle parkouring across the terrain. I would like to vouch that 25% is a massive increase; let alone what these things will do when triple stacked!
Maybe I'm a special case, but for me the Myofibs mean 'every map is new again'! ;) |
Stormblade Green
KnightKiller's inc.
35
|
Posted - 2015.03.05 13:39:00 -
[119] - Quote
voidfaction wrote:duster 35000 wrote:Sole Fenychs wrote:Dem Myofibs.
I'm now skilling into Minmatar Scout. There are quite a few parts on some maps that feel like they were intended to be traversed with jumps, but were not traversable until this change.
Also, let's see if I can make a melee specialist Assault. Jump over the wall and fist everyone, then pull an RE/grenade if I'm about to die. Prepare your anus! I have an assault and am going to fist you. ...see? That came out wrong. Also, if you use myofibs on the min scout, you won't have any hp. so, cal scout, gal scout, or min assault it. Oh great now the min scout will be asking even more for more dampening buffs and active scanner nerfs so they can armor tank and and jump, lol Probably already working on a plan to make myo's min scout exclusive and adding innate jump bonus to the suit to go with all the other innate bonuses it has.
The thing is the least health for both shields and armour.. not as bad as logis though but dang close to it. But I believe a few of my friends would sacrifice the nova kinfe damage bonus for a bonus to the myfiber stims....
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
|
Posted - 2015.03.05 13:39:00 -
[120] - Quote
Stefan Stahl wrote:Breakin Stuff wrote:30%-40% is going to be the necessary range. Better to get it over with NOW. Because AV weapons were going to need tweaking anyway. If we bite the bullet NOW we can adjust and do the necessary work in two steps rather than four. If the two hardeners have similar fitting requirements and similar resistance bonuses, are we going to give them similar durations and cooldowns or is that just going to be an artifact of nobody caring enough? I don't mind buffing the armor hardener. The relationship between strength of effect and duration/cooldown is what I'm going on about. I am fully aware. I've been ripping pokey's head open and scooping out random bits for HAV data.
There's going to need to be an AV rebalance. Rattati's numbers will very likely back up my statement within two weeks.
AV
|
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Cat Merc
Negative-Feedback. Negative-Feedback
15391
|
Posted - 2015.03.05 13:53:00 -
[121] - Quote
I am completely seeing the Assault Scrambler Rifles being the de-facto gun past Echo. The heat isn't enough of a problem to warrant such a massive bump in DPS/Range ratio.
Second highest range, fastest reload, relatively tight hip fire, great ammo economy, the only red dot sight on an assault variant, the list of things that are working for it just keep going. Buffing by 15% is a mistake and I see it backfiring very fast.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15391
|
Posted - 2015.03.05 13:56:00 -
[122] - Quote
I also see the increased hive carry amount nullifying some of the Logi's importance. I would say nerf them like the Uplinks, but give Logis a bonus to return them to their previous state.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15391
|
Posted - 2015.03.05 14:15:00 -
[123] - Quote
CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here.
You should remember what you said a long time ago, the players are good at predicting the effect of changes
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Negative-Feedback. Negative-Feedback
15392
|
Posted - 2015.03.05 14:29:00 -
[124] - Quote
Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
508
|
Posted - 2015.03.05 14:41:00 -
[125] - Quote
can we have this by next Tuesday?
Elite Gallenten Soldier
|
Adipem Nothi
Nos Nothi
7290
|
Posted - 2015.03.05 14:50:00 -
[126] - Quote
Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina.
Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt.
Shoot scout with yes.
- Ripley Riley
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Brush Master
Onslaught Inc RISE of LEGION
1466
|
Posted - 2015.03.05 14:53:00 -
[127] - Quote
The increase in proxies carried is nice to not have to make multiple trips to lay down a mine field but I still fell, like many players, that we have to have a dedicated logi build with 3 sets of proxies to lay in one stop to kill a tank. Basically these updates still match that style.
Maybe that whats required to kill a tank but it doesn't feel like thats how it should play out. Considerations down the road might be increase amount active or damage but only allow one type of proxy out.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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BlackWinter RND
Ahrendee Inc.
112
|
Posted - 2015.03.05 15:10:00 -
[128] - Quote
Man this game is just anti Caldari I see. You guys won't be happy until everyone is armor tanking.
They either lack common sense or complain about it.
|
Alena Ventrallis
Intara Direct Action Caldari State
2585
|
Posted - 2015.03.05 15:12:00 -
[129] - Quote
I don't snipe as a dedicated role, but I feel like removing the sniper starter suit is a let-down for the community. Sniping is a role, and should be represented on the battlefield, especially if we get meta lockout modes.
Other than that I see nothing but positives. Although I would keep a close eye on the AScR. More damage to compensate for overheat is a valid mechanic that I completely agree with, but I worry about 1) shield suits becoming even less prevalent in PC and 2) The AScR becoming OP and people wanting it nerfed into the ground. I would simply dial back the added damage until we hit the sweet spot if it indeed becomes OP.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
|
Posted - 2015.03.05 15:14:00 -
[130] - Quote
Cat Merc wrote:CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here. You should remember what you said a long time ago, the players are good at predicting the effect of changes Good luck getting everyone to swap from amsent/galsent/insertscouthere so they can be fully exploited.
AV
|
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Harpyja
Legio DXIV
2336
|
Posted - 2015.03.05 15:16:00 -
[131] - Quote
Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)?
"By His light, and His will"- The Scriptures, 12:32
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Alena Ventrallis
Intara Direct Action Caldari State
2585
|
Posted - 2015.03.05 15:22:00 -
[132] - Quote
Another point I want to make: your thread to Normalize AV profiles could quickly go very, very wrong in conjunction with a buff to the Madrugar, especially in conjunction with a module to reduce dispersion buildup. I would strongly recommend adding these changes one at a time, to ensure that we don't have another 1.7 situation on our hands, where vehicles were buffed and AV nerfed all at the same time. It may turn out that the Maddie buff puts it ahead of the Gunnlogi, in which case the prevalence of armor AV will be a blessing.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
|
Posted - 2015.03.05 15:23:00 -
[133] - Quote
Harpyja wrote:Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)? Reload times are "per magazine"
The rate of fire is getting nerfed, not the ammo count.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
|
Posted - 2015.03.05 15:24:00 -
[134] - Quote
Alena Ventrallis wrote:Another point I want to make: your thread to Normalize AV profiles could quickly go very, very wrong in conjunction with a buff to the Madrugar, especially in conjunction with a module to reduce dispersion buildup. I would strongly recommend adding these changes one at a time, to ensure that we don't have another 1.7 situation on our hands, where vehicles were buffed and AV nerfed all at the same time. It may turn out that the Maddie buff puts it ahead of the Gunnlogi, in which case the prevalence of armor AV will be a blessing. That thread is already being addressed *in detail* and shockingly non hostile fashion. By multiple people. It's amazing.
AV
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Cat Merc
Negative-Feedback. Negative-Feedback
15395
|
Posted - 2015.03.05 15:28:00 -
[135] - Quote
Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg?
All for melee that is more for ***** and giggles than actually effective compared to just using my rifle?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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QORII BALOGUN
NUBIAN PHOENIX CORP
0
|
Posted - 2015.03.05 15:30:00 -
[136] - Quote
Justicar Karnellia wrote:Could you also hotfix to stop people dropping into battles that are over - there have been many threads about this already - It's still happening (a lot). This^ |
Harpyja
Legio DXIV
2336
|
Posted - 2015.03.05 15:32:00 -
[137] - Quote
Breakin Stuff wrote:Harpyja wrote:Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)? Reload times are "per magazine" The rate of fire is getting nerfed, not the ammo count. Are you sure? Because it says that the old reload was 4 seconds. But it was 4 seconds before individual missiles started reloading for a total reload time of 10 seconds.
I'm just pleased that they didn't nerf the ammo per mag/clip as was initially proposed down to 10 from 12.
"By His light, and His will"- The Scriptures, 12:32
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7527
|
Posted - 2015.03.05 15:50:00 -
[138] - Quote
Oh look. I have a module that will let me jump over a four inch ledge. I would be annoyed if that didn't come with the ability to skullpunch a scout with the bruce lee death fist.
AV
|
thehellisgoingon
MONSTER SYNERGY
307
|
Posted - 2015.03.05 15:55:00 -
[139] - Quote
Justicar Karnellia wrote:Could you also hotfix to stop people dropping into battles that are over - there have been many threads about this already - It's still happening (a lot).
I don't mind this. I have received officer dropsuit and sometimes the 1 win on a alt for reasons. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
629
|
Posted - 2015.03.05 15:57:00 -
[140] - Quote
Brush Master wrote:The increase in proxies carried is nice to not have to make multiple trips to lay down a mine field but I still fell, like many players, that we have to have a dedicated logi build with 3 sets of proxies to lay in one stop to kill a tank. Basically these updates still match that style.
Maybe that whats required to kill a tank but it doesn't feel like thats how it should play out. Considerations down the road might be increase amount active or damage but only allow one type of proxy out. I use a Gal Commando with advanced Swarm/PLC and proxies. Works like a charm against drive-by HAVs that harrass objectives in skirmish, as well as on certain Dom maps. |
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5202
|
Posted - 2015.03.05 16:33:00 -
[141] - Quote
CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
HAV resources were tuned down a bit to be future-proof for a PG/CPU boosting skills, also simply concerns for infantry balance.
Don't get me wrong, the armor hardened bonus is a much appreciated buff. I just don't want shield hardeners to feel clearly inferior due to no direct advantage over armor hardeners. I guess we'll see how it plays out and go from there.
Also glad to see you have PG/CPU skills on the table, that should appease a lot of people calling for that.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2526
|
Posted - 2015.03.05 16:42:00 -
[142] - Quote
A little worried about what the NK Scouts are going to turn into.
Last week i was caught in a fight at an objective in my fast uplink/hacking proto minscout. That suit has NK, Exile AR and one shield extender for combat mods - everything else is ewar/kincats/scanner - no cloak because effectively useless.
Don't normally choose to knife-fight, so not very practiced. Plan is sprint in, drop links, hack mid/deep points and switch out asap because the suit is too expensive for my kdr.
Anyway was caught in heated firefight over middle objective and chose to knife fight so as not to draw attention to my expensive suit. Killed 12 non-nooberries in about two minutes. It really makes me wonder what these changes are going to transform NK scouts into.
NK range has already been buffed at least once and AA has been added iirc. Definitely don't want a repeat of MAG.
PSN: RationalSpark
|
Adipem Nothi
Nos Nothi
7297
|
Posted - 2015.03.05 16:46:00 -
[143] - Quote
Cat Merc wrote:Adipem Nothi wrote:Cat Merc wrote:Can we also get melee stamina cost reduction on the Myofibs? You tend to need to sprint to catch up to people, but then you can't melee because of stamina. Maybe run a CardReg? Greens aren't particularly popular; creating demand for them certainly can't hurt. Yeah, no. Requiring to triple stack myo fibs to have any decent melee damage (Decent, not good), AND requiring a card reg? All for melee that is more for ***** and giggles than actually effective compared to just using my rifle? You've a concern about stamina management. Dust has a module for stamina management. Why not use the module rather than further negate need for the module?
As for the the viability of ***** and giggles fits, I believe these are meant to be for ***** and giggles.
Shoot scout with yes.
- Ripley Riley
|
Alena Ventrallis
Intara Direct Action Caldari State
2590
|
Posted - 2015.03.05 17:06:00 -
[144] - Quote
CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Logi Bro
Brutor Vanguard Minmatar Republic
3475
|
Posted - 2015.03.05 17:12:00 -
[145] - Quote
CCP Rattati wrote:
Dropsuit Modules Myofibril Stimulants simply increase strength and thereby melee damage. All right, said the community, why wouldnGÇÖt it make your legs stronger as well? So we just added that functionality to them and now you can jump higher by adding them to your loadouts, opening up a whole new tactical gameplay plus allowing sentinels to jump a few of those hamster height curbs they canGÇÖt cross now.
I love most of this hotfix, but right here is where I have a problem. Why are we fixing a basic problem of the game with a module?
The inability to jump over a 1 foot curb is something that should be fixed at the dropsuit, increasing the jump height for everyone as a buff, why should I have to sacrifice valuable module slots just to be able to traverse the terrain?
It's like if you found a way to stop us from getting stuck in the geography, and instead of just fixing it for everyone, you introduced a module that makes you 50% less likely to get stuck in that geography. It isn't a balancing feature of dropsuits, it's just a problem for everyone.
SP Sinks? Fixed.
|
Booby Tuesdays
Ahrendee Inc. Negative-Feedback
1367
|
Posted - 2015.03.05 17:25:00 -
[146] - Quote
Sagas now have less HP than a Heavy? And get popped by one volley of Swarms? LOL
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
|
JUPA SACH
Ahrendee Inc. Negative-Feedback
413
|
Posted - 2015.03.05 17:29:00 -
[147] - Quote
No changes to the amarr scout
Karma
|
Sirpidey Adtur
Aloren Foundations
154
|
Posted - 2015.03.05 17:32:00 -
[148] - Quote
While I am glad to see there be more low-slot modules for vehicles, I still feel like there's not much variation.
Low slot vehicle modules will fall into the following categories. Better armor tank Upgrade CPU/PG More ammo (Are these EVER relevant?) Shield regulator.
High slot has Active scanner Afterburner Better shield tank Damage booster active heat sink Clone reanimation unit
So, there's a lot more options for high slots than low slots. Perhaps we could also add back the nanofiber hulls and overdrives? |
lee corwood
Knights Of Ender RISE of LEGION
1189
|
Posted - 2015.03.05 17:49:00 -
[149] - Quote
Arkena Wyrnspire wrote:
Equipment changes... tripling the amount you can carry? O_O Wow. So if I carry Ishukone Gauged Nanohives I can carry 12?
I don't think he meant 3x did he? i thought he meant a base +3.
If it really is 3x at least that finally gives me a reason to have so many pockets on my minLogi.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Alena Ventrallis
Intara Direct Action Caldari State
2591
|
Posted - 2015.03.05 17:51:00 -
[150] - Quote
Can ADS also see some of this fititng love?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Aeon Amadi
Chimera Core
8921
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
m621 zma
311
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Bright Cloud
Namtar Elite Gallente Federation
836
|
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
|
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
|
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
|
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
|
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
|
el OPERATOR
Capital Acquisitions LLC Bad Intention
907
|
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
|
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.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
|
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
|
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2496
|
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
|
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.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
|
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
|
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
|
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.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
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.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
907
|
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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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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?
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Blup Blub Bloop. Translation: Die -_-
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Kaeru Nayiri
Ready to Play
547
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
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.
Acquire Currency, Disregard Female Canis lupus familiaris
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Stefan Stahl
Seituoda Taskforce Command
1025
|
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
|
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
|
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
|
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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shaman oga
Dead Man's Game
4099
|
Posted - 2015.03.05 23:13:00 -
[211] - Quote
Silly question: With ROF nerf wouldn't it be better to rename assault HMG in Breach HMG?
Milk my barge > Acquire Key > Open mistery box > quit Dust514
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Bright Cloud
Namtar Elite Gallente Federation
836
|
Posted - 2015.03.05 23:16:00 -
[212] - Quote
lol @ the assault HMG. I bet that thing will be the most used heavy weapon for sure. Simply cause you can kill multiple people in a row without reloading, has much better range and it can kill LAV's. It might have some issues with strafers but overall the performance of the assault HMG will be better.
Bright is the opposite of dark! Who would have thought of that?!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7543
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Posted - 2015.03.05 23:17:00 -
[213] - Quote
shaman oga wrote:Silly question: With ROF nerf wouldn't it be better to rename assault HMG in Breach HMG? details on naming can be hashed out later. Fix guns, then nitpick.
AV
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Bright Cloud
Namtar Elite Gallente Federation
836
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Posted - 2015.03.05 23:30:00 -
[214] - Quote
Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank.
Bright is the opposite of dark! Who would have thought of that?!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7543
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Posted - 2015.03.05 23:37:00 -
[215] - Quote
Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV.
With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps.
But if you're willing to do the work and burn the ISK, you should be able to make them good.
AV
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Foundation Seldon
Heaven's Lost Property
881
|
Posted - 2015.03.05 23:52:00 -
[216] - Quote
Breakin Stuff wrote:Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV. With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps. But if you're willing to do the work and burn the ISK, you should be able to make them good.
The point is that, even with the fitting buff, they'll be no where near as strong as they are now. You didn't NEED to fit a plate on the Methana in its current state of the game due to its base HP pool and on top of that you could stick a hardener on to further increase your effectiveness. Now you need a 120mm plate to ALMOST make up for the difference in the base main HP pool and lose the hardener if you want any sort of repair.
Without a further buff to their slot layout, it's an objective nerf to the LAV as a vehicle class in the game.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7545
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Posted - 2015.03.05 23:54:00 -
[217] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV. With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps. But if you're willing to do the work and burn the ISK, you should be able to make them good. The point is that, even with the fitting buff, they'll be no where near as strong as they are now. You didn't NEED to fit a plate on the Methana in its current state of the game due to its base HP pool and on top of that you could stick a hardener on to further increase your effectiveness. Now you need a 120mm plate to ALMOST make up for the difference in the base main HP pool and lose the hardener if you want any sort of repair. Without a further buff to their slot layout, it's an objective nerf to the LAV as a vehicle class in the game. because an untanked LAV eating two prototype AV hits made it too easy to troll around a heavy murder taxi or JLAV and be able to eat 2-3 railgun shots while delivering an RE lance to the victim.
Light vehicles should not be casually taking hits in a manner similar to a tank.
AV
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Foundation Seldon
Heaven's Lost Property
881
|
Posted - 2015.03.06 00:04:00 -
[218] - Quote
Breakin Stuff wrote:Foundation Seldon wrote:Breakin Stuff wrote:Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV. With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps. But if you're willing to do the work and burn the ISK, you should be able to make them good. The point is that, even with the fitting buff, they'll be no where near as strong as they are now. You didn't NEED to fit a plate on the Methana in its current state of the game due to its base HP pool and on top of that you could stick a hardener on to further increase your effectiveness. Now you need a 120mm plate to ALMOST make up for the difference in the base main HP pool and lose the hardener if you want any sort of repair. Without a further buff to their slot layout, it's an objective nerf to the LAV as a vehicle class in the game. because an untanked LAV eating two prototype AV hits made it too easy to troll around a heavy murder taxi or JLAV and be able to eat 2-3 railgun shots while delivering an RE lance to the victim. Light vehicles should not be casually taking hits in a manner similar to a tank.
But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7546
|
Posted - 2015.03.06 00:09:00 -
[219] - Quote
Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes.
I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling
AV
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Foundation Seldon
Heaven's Lost Property
881
|
Posted - 2015.03.06 00:18:00 -
[220] - Quote
Breakin Stuff wrote:Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes. I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling
My posts are based on my experience as an LAV driver, they will OBJECTIVELY be easier to kill due to the changes I mentioned. You don't cut their individual health pools by half, keep the slot layout the same, only buff their fitting to the point that they can only BARELY get to the numbers of their primary non-hardened health pools pre-Echo, and then buff AV grenades and not come to that conclusion. I don't believe it needs a crystal ball to say that running a fitted LAV post-Echo is going to be markedly more difficult.
But hey, at least my new Methana can use a Complex Scanner with an Advanced Railgun now, right? We'll see how it plays out.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7548
|
Posted - 2015.03.06 00:22:00 -
[221] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes. I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling My posts are based on my experience as an LAV driver, they will OBJECTIVELY be easier to kill due to the changes I mentioned. You don't cut their individual health pools by half, keep the slot layout the same, only buff their fitting to the point that they can only BARELY get to the numbers of their primary non-hardened health pools pre-Echo, and then buff AV grenades and not come to that conclusion. I don't believe it needs a crystal ball to say that running a fitted LAV post-Echo is going to be markedly more difficult. But hey, at least my new Methana can use a Complex Scanner with an Advanced Railgun now, right? We'll see how it plays out. hell, I'm actually at the point where once I start finishing up a couple weapons and dropsuits I'm going to spec into DHAVs and LAVs. So I'll be theorycrafting right there with you.
Besides, driving over scouts is hella fun.
AV
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Harpyja
Legio DXIV
2336
|
Posted - 2015.03.06 00:35:00 -
[222] - 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 This. Hopefully I can do some graphical analysis of the turrets tomorrow night or this weekend when I don't have piles of homework.
Though one thing I can say for sure right now is that the large missile launcher needs its PG dropped to somewhere around 700 PG at the proto level. Highest CPU cost should translate to lowest PG cost of the turrets.
"By His light, and His will"- The Scriptures, 12:32
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 01:05:00 -
[223] - 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. What needs to happen is proto shield hardeners have 30 sec cooldown, as they are now worse than armor hardeners.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
346
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Posted - 2015.03.06 01:09:00 -
[224] - Quote
Sgt Kirk wrote: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? It's about 500 more HP in main defence than shields. Vastly different from where we used to be(now are). I'd also take it into account that you guys have a nice number of highslots to play with now so you can easily overcome that. The Madrugar has 4 lows and the most I can see is adding at least one plate so you don't move too slow. My maddy has 5.6k armor with a complex heavy rep and complex hardener...while shields won't have higher hp because a booster is needed.
Molestia approved
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saxonmish
T.H.I.R.D R.O.C.K RISE of LEGION
1065
|
Posted - 2015.03.06 01:11:00 -
[225] - Quote
When can i have my Vayu back :( i used it for months on end, i hope it come back Shinier Then Before!!!!
SAXON ON A MISH - My Youtube Channel :)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17494
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Posted - 2015.03.06 01:17:00 -
[226] - 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.
Not really at all. Shield have several benefits in exchange for their comparatively lesser raw HP values, the most notable remains that shields passively regenerate at a fair bloody rate of 124 rep/sec without fitting any modules this regenerative power is the key stone of shield HAV.
And before you say "Errrr meh gerd PASSIVE ARMOUR REPAIRS are better" lets not forget that this costs a module to fit, and we all bloody well know armour should not be repping passively!
"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
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Posted - 2015.03.06 01:18:00 -
[227] - Quote
Sir Dukey wrote: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. Yeah, us shield mercs are screwed.
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17495
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Posted - 2015.03.06 01:45:00 -
[228] - Quote
duster 35000 wrote:Sir Dukey wrote: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. Yeah, us shield mercs are screwed.
Lol you guys are quibbling over minuscule eHP differences while two turrets and most AV still have a hard on for armour, shield still have triple digit regen values, you are all getting Regulators, and suffer no mobility penalties while having access to 5 slots on your main rack AND fitting modules.
"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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CarlitoX Jojooojo
144
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Posted - 2015.03.06 01:47:00 -
[229] - Quote
"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." ROMULUS H3X likes this.
Amarr 4 ever.
C3PO's alt
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Doc DDD
TeamPlayers Negative-Feedback
376
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Posted - 2015.03.06 01:52:00 -
[230] - Quote
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 |
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Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.06 01:57:00 -
[231] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes. I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling My posts are based on my experience as an LAV driver, they will OBJECTIVELY be easier to kill due to the changes I mentioned. You don't cut their individual health pools by half, keep the slot layout the same, only buff their fitting to the point that they can only BARELY get to the numbers of their primary non-hardened health pools pre-Echo, and then buff AV grenades of not come to that conclusion. I don't believe it needs a crystal ball to say that running a fitted LAV post-Echo is going to be markedly more difficult. But hey, at least my new Methana can use a Complex Scanner with an Advanced Railgun now, right? We'll see how it plays out. If you stay close enough to your targets to get hit by 3 AV grenades, you shouldn't be bragging about speccing them. LAVs are highly mobile for a reason. All of your turrets have plenty of range and the blaster turret is going to annihilate infantry come Echo. And yes, they ARE a problem currently - Death Taxi heavies in cheap/BPO unfitted LAVs.
Nuff said. *drops mic*
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5214
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Posted - 2015.03.06 01:57:00 -
[232] - Quote
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.
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Imp Smash
Molon Labe. General Tso's Alliance
725
|
Posted - 2015.03.06 02:04:00 -
[233] - Quote
Fizzer XCIV wrote: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...
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though. |
Baal Omniscient
Qualified Scrub
2187
|
Posted - 2015.03.06 02:04:00 -
[234] - Quote
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? I believe the original reasoning behind this was because shield tanks can speed away faster and kite around structures better, thus being able to make better use of cover.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Imp Smash
Molon Labe. General Tso's Alliance
725
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Posted - 2015.03.06 02:08:00 -
[235] - Quote
Back on topic -- lots of interesting and scary things.
Instead of providing feedback on stuff I haven't tried out yet -- I'll just be excited to try it out. |
Doc DDD
TeamPlayers Negative-Feedback
377
|
Posted - 2015.03.06 02:09:00 -
[236] - Quote
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.... |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1858
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Posted - 2015.03.06 02:17:00 -
[237] - 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....
+ shields have faulty boosters.
Acquire Currency, Disregard Female Canis lupus familiaris
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17498
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Posted - 2015.03.06 02:28:00 -
[238] - Quote
Imp Smash wrote:
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though.
No they simply don't. I don't need to move for my Laser Rifle to clear entire sections of the map. I get into position I can stay there as long as I need to. In other games once I get my Tiger H1 into position (its a heavy tank with a big gun) very little but well placed high calibre shots can dislodge me.
You simply do not need to move to fulfil an area denial role, you simply need to get into position within the area and BAM you have a sweet spot of wreaking havoc.
"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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CCP Rattati
C C P C C P Alliance
18082
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Posted - 2015.03.06 02:33:00 -
[239] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sgt Kirk
Fatal Absolution Negative-Feedback
9738
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Posted - 2015.03.06 02:41:00 -
[240] - 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. I agree. The only thing Dropsuit shields needs is a threshold of damage.
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.
I.e all lower tier players know how to do is stack health and charge at the enemy at 6.14 m/s screaming and waving their wands.
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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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
|
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
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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
|
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.
|
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
|
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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anaboop
NECROM0NGERS
159
|
Posted - 2015.03.06 06:20:00 -
[271] - Quote
@rat , im still awaiting reasoning or explaination on the missiles changes.
Fully sick Anaboop trading card
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 06:47:00 -
[272] - Quote
Fizzer XCIV wrote: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? Standard plates need a buff so you don't move as slow as a heavy if you use one.
Shields need a bit more regen, less delay so they can have more of a regen advantage, it will make people use shields more instead of always using armor and having logis rep you, and the buff would make it easier to regen from laser and plasma rounds.
Armor is still better than shield...just regular plates make you move too slow, strafe speed.
Until then, I'll keep using armor with damage mods, not much point using shields right now.
Molestia approved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
|
Posted - 2015.03.06 06:47:00 -
[273] - Quote
anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily.
That's not balanced against anything.
AV
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ROMULUS H3X
research lab
334
|
Posted - 2015.03.06 06:53:00 -
[274] - Quote
I got a few words....
Mid-Air Fist-Fighting.
I am so Happy.
You are all screwed
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
|
Posted - 2015.03.06 06:56:00 -
[275] - Quote
Pagl1u M wrote:CCP Rattati wrote: 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.
Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them??? Are you kidding me? I'll comment later about the other things that are really great, but this... Is really BS! Not everyone is asking for RE nerfs. A lot of people are agreeing with me that after as many nerfs as REs and other explosives have gotten, CCP start fixing the other explosives. Remotes are only beingbabused because theyre tye last explosive weapon left. Nobody hears you crying when you die to a trap. They just laugh.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Alena Ventrallis
Intara Direct Action Caldari State
2605
|
Posted - 2015.03.06 07:06:00 -
[276] - 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. That explains the balance of shield and armor suits in PC.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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duster 35000
Algintal Core Gallente Federation
346
|
Posted - 2015.03.06 07:08:00 -
[277] - Quote
ROMULUS H3X wrote:I got a few words.... Mid-Air Fist-Fighting. I am so Happy. You are all screwed DustBall Z.
Molestia approved
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DarthJT5
Random Gunz RISE of LEGION
293
|
Posted - 2015.03.06 07:10:00 -
[278] - Quote
Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf.
I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Imp Smash
Molon Labe. General Tso's Alliance
726
|
Posted - 2015.03.06 07:17:00 -
[279] - Quote
True Adamance wrote:Imp Smash wrote:
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though.
No they simply don't. I don't need to move for my Laser Rifle to clear entire sections of the map. I get into position I can stay there as long as I need to. In other games once I get my Tiger H1 into position (its a heavy tank with a big gun) very little but well placed high calibre shots can dislodge me. You simply do not need to move to fulfil an area denial role, you simply need to get into position within the area and BAM you have a sweet spot of wreaking havoc.
You can defend an open area. Seeing as map design puts the VAST amount of points in areas with plenty of cover --- no -- you won't be contributing to objective game modes with a laser.
I run a laser as well. And yes, there are some points on some maps where a laser (or a heavy with a laser like autocannon) could be helpful. But very little.
Add to that the heavy extra large hitbox (and head hitbox) giving a heavy less ability to take cover and you have a sitting duck to RRs, Scramblers, Lasers, snipers, and forgeguns. Simply because any suit can post up anywhere and shoot at that heavy, duck behind whatever rock or hill is in the area, and pop back out due to their mobility. Cloaked scouts will be having a field day. Heavies can't move so -- LAVS. Or HAVs. Basically when doing area denial you need to control range.
Let's imagine tactics. Ok. hack point in this building. Large open plains all around. Lets put a couple of Sents on the roof with their laser like HMGs. That will be plenty good defense.
Except Laser.
Ok lets assume the HMG outranges the laser.
Sniper or cloaky shotgun.
Sentinels will literally be unable to defend anything simply because before anyone hits them they will die. I mean, I like tactics, and counter tactics to Sents is a great thing. Unless there is no counter to that counter in which case no more heavies outside of forge sniping.
Oh wait -- you are an Amarr Assault just like me. You forget that 1. AmAss have more speed. 2.A shitton of HP for an assault 3. Smaller Hitbox and 4.A TON of stamina to use to help move around the battlefield.
Lets try to force heavies out into the open so that the MinSent and Am Sent become the only SemiViable heavies and laugh at the GalSent and CalSent.
All this is assuming the HMG stays the only 1 of 2 heavy weapons. We might get more heavy weapons. Should they all be outside only?
Way too many holes in this argument. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5219
|
Posted - 2015.03.06 07:55:00 -
[280] - Quote
DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
|
Posted - 2015.03.06 08:48:00 -
[281] - Quote
Imp, area denial for a sentinel should be, for example:
Orbital artillery map.
Sentinels post at the common entry areas like ramps and the loading bay and killing anyone approaching the installation. The whole idea is "keep them out in the first place." This is the actual definition of point defense. Once the bad guys are "in the wire" it's no longer point defense, it's close quarter battle.
CQC is what happens when point defense fails.
The other use for a long range heavy is following behind a squad laying down fire, forcing enemies to get to cover and killing anyone who isn't particularly aware of the need for cover while his squad gets in close and starts chopping up the enemies the heavy softened up.
Plus stating heavies belong in CQC is unintentionally saying "the forge gun works wrong."
Here's the issue: The sentinel is the go-to suit for CQC. It's been deemed overpowered in CQC and as a result is being phased out. Right now heavies are remarkably bad at killing vehicles compared to swarms and the ONLY thing keeping the PLC from making the forge gun into the most inferior option is how hard it is to hit a damn barn past 20m.
So once the HMG heavy is phased out, if forge guns are not adjusted, Sentinels are going to be... the most impressive target in play. That's not a role.
Sentinels were built and billed as a suppression platform (which it has never succeeded at) and the go-to suit for AV. The latter role seems to be getting phased out as well.
I'm not just saying I want heavies out of CQC because I like talking out of my ass. I want heavies to have a viable role once they have been phased out of CQC.
AV
|
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CCP Rattati
C C P C C P Alliance
18089
|
Posted - 2015.03.06 09:21:00 -
[282] - Quote
Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well."
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
243
|
Posted - 2015.03.06 09:50:00 -
[283] - Quote
m621 zma wrote: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. It's going to be welcome for exactly the reason Rattati stated: "new tactical gameplay plus allowing sentinels to jump a few of those hamster height curbs they canGÇÖt cross now". I can think of a few Uplink location this would parity well with.
I rarely cry things are broken/op- just deal with it until there's evidence that it needs to be tweaked and Rattati fixes it (he & his crew have been doing a great job of this lately, and in a timely manner!).
At worst the Stimulants might have to get a Stamina penalty (ie: increased Stamina usage per jump) if they are able to be abused to much.
daddy Rattati lovin' his stati's!
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shaman oga
Dead Man's Game
4100
|
Posted - 2015.03.06 09:51:00 -
[284] - Quote
Amarr will still have an hard time fitting both racial weapons of the same tier of the suit, because PG, but all the other suits will be almost on par with assault counterpart.
I've created this spreadsheet some time ago: https://docs.google.com/spreadsheets/d/17UdQzfxuUarPTT4qnjVa9y9Gy_e9x-zYI38HxX6mbWc/edit?usp=sharing
Would you take in consideration slot layout changes? It will be very useful to have type 1 and type 2 suit, same race but with different layout and an added equipment slot. Since basic frame should be a mix between logi and assault, to give you "the taste" of both classes, i would add that 2nd equipment slot, it would be also a major factor in the choice of a veteran between a basic frame or a specialized suit.
The other sheets are just calculations, but you have gone too far from my values (except amarr), with your normalization and i'm happy about it.
Pimp my Barge
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RedPencil
Random Gunz RISE of LEGION
168
|
Posted - 2015.03.06 10:04:00 -
[285] - Quote
@ CCP Rattati: I have 2 questions.
Will the Myofibril Modules affect backward jump?
Can you adjust the Cloak PG a bit?
Adv 44 PG Proto 68 PG
Edit: One more question. Why Militia Drop Uplink cost 8 PG when the basic Drop Uplink cost 11 PG?
Beware Paper cut M[;..;]M
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:04:00 -
[286] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." So this means all basic frames have more resources? Sweet.
Molestia approved
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HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
55
|
Posted - 2015.03.06 10:06:00 -
[287] - Quote
CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL?
I WILL WIN... DESTINY
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:08:00 -
[288] - Quote
Another thing I noticed.
Assault hmg doea full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well.
Molestia approved
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Vitharr Foebane
Shining Flame Amarr Empire
2258
|
Posted - 2015.03.06 10:17:00 -
[289] - Quote
A couple of things, with the STD and Burst HMGs getting their damage cut will we see a decrease in heat up for those weapons and will the Assault HMG be getting a spread reduction to complement it's role as a longer ranged HMG?
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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voidfaction
Nos Nothi
1263
|
Posted - 2015.03.06 10:26:00 -
[290] - Quote
militia uplink and plasma cannon having less cpu/pg than the std version? What is being nerfed on the militia versons to make keep the std better?
I will finally have a use for those 2 militia bpo.
all militia/basic medium frames getting cpu/pg buff. Any plans for the milita/basic light/heavy?
noi¦Ü+ö+Æßû+(V)Faction
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CLONE ALPHA 001
T.H.I.R.D R.O.C.K RISE of LEGION
150
|
Posted - 2015.03.06 10:36:00 -
[291] - Quote
two small thing i really really really really really REALLY wanna see fixed. 1. when an amarr logi dies all it links lose their bonus 2 vehicle requests denied when calling them in while inside of some sockets please fix
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Thirsty? Drink Quafe!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
|
Posted - 2015.03.06 10:39:00 -
[292] - Quote
duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds.
I will take a poke and see if I can figure out the logic.
AV
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duster 35000
Algintal Core Gallente Federation
347
|
Posted - 2015.03.06 10:46:00 -
[293] - Quote
Breakin Stuff wrote:duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds. I will take a poke and see if I can figure out the logic. Ammo, not clip size. spare ammo.
Molestia approved
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CLONE ALPHA 001
T.H.I.R.D R.O.C.K RISE of LEGION
150
|
Posted - 2015.03.06 10:49:00 -
[294] - Quote
lav nerf is too much if your gonna give us more cpu/pg give us more slots so we can actually use that pg /cpu also can you look at blue on blue ramming as it is now if i just lightly bump a blue tank my lav explodes or if 2 lavs crash its game over 4 one of them if not both maybe make it so blue on blue ramming does zero damage please
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Thirsty? Drink Quafe!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
|
Posted - 2015.03.06 11:02:00 -
[295] - Quote
Ok I looked. The damage per clip is about where it needs to be for fighting armor vehicles. because if you can go from first trigger pull to 900 DPS and run that for a 425 round magazine at that damage level, you trivialize HAVs. There needs to be either an overheat in there or a reload period of 4-5 seconds to break the DPS chain so the tank doesn't get completely torched without recourse.
The only things that catch my eye as problematic are going to be:
Overheat: gun heats too fast at 19.8 to threaten more than an LAV.
Range: in AV this is suicide range. Doesn't take a lot for a vehicle to escape.
Reload: HMG reload times are ridiculously easy to get away or kill the wielder during.
There's another side to addressing these, however.
That would be infantry. If the range is pushed outward, and the heat reduced I would tighten the dispersion to make it harder to apply DPS in close.
The other thing I would do is treat the assault HMG the way armor-piercing explosive rounds work. Great for busting up hard armor. But regular humans (even body armored humans) are too "soft" to trigger the detonations for full damage values.
I would take Rattati's original idea of less-than 100% AV and make the gun top out around 750-800 DPS against light and medium dropsuits after skills and mods. Thus allowing the assault HMGs to compete with rifles without utterly dominating the crap out of them.
However, heavies are hard targets so no reduction.
Yes I know I've argued against this in the past for the forge gun. But there's a sharp difference between getting hit by an AP bullet and getting hit by a 6 inch kinetic sabot slug.
The AP bullets do less overall damage to soft targets. This is a known fact of life on any sort of firearm. The kinetic sabot cuts you in half and you're dead from hydrostatic shock before it ragdolls you anyway.
Also again I am iffy On AA or zoom on heavy weapons used for AV. Mostly because of the interaction with infantry.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
|
Posted - 2015.03.06 11:07:00 -
[296] - Quote
duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds. I will take a poke and see if I can figure out the logic. Ammo, not clip size. spare ammo. Ah ok. There's enough basic ammo for about 4-5 magazines.
That's comparable to the capacity of forge guns and swarms. Figure 6 shots to kill an armor HAV and you can potentially fight four of them if you are perfect (that's at level 4 ammo expansion for forge). I believe the ammo feature for the assault HMG should follow a similar pattern. It's not going to take as many bullets to kill a dropsuit even if rattati accepts my suggestions.
AV
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anaboop
NECROM0NGERS
159
|
Posted - 2015.03.06 11:21:00 -
[297] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo. The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic.
Dont get me wrong i would of been happy with a simpl nerf like that, but all of them combined with the introduction of new hulls etc.
Way to excessive.
Fully sick Anaboop trading card
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 11:39:00 -
[298] - Quote
ROMULUS H3X wrote:I got a few words.... Mid-Air Fist-Fighting. I am so Happy. You are all screwed Crouching 'Tiger' Scout, hidden 'Dragon' Scout
Sebiestor scout, MTAC pilot, Merc w/ a face
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Francois Sanchez
Prima Gallicus
299
|
Posted - 2015.03.06 11:45:00 -
[299] - Quote
It's a nice hotfix, but when will we see the commandos and logis rebalance that was supposed to come right after hotfix Charlie? |
Godin Thekiller
The Corporate Raiders
2955
|
Posted - 2015.03.06 11:49:00 -
[300] - Quote
HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL?
Because It being a better CQ weapon than blasters is silly.
click me
Blup Blub Bloop. Translation: Die -_-
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Most Sneakiest
F0RSAKEN EMPIRE.
27
|
Posted - 2015.03.06 12:05:00 -
[301] - Quote
CLONE ALPHA 001 wrote:two small thing i really really really really really REALLY wanna see fixed. 1. when an amarr logi dies all it links lose their bonus 2 vehicle requests denied when calling them in while inside of some sockets please fix
Almost 1/4 of the map with the large hangar in the middle (not sure of the name...not sure if anyone knows the name) blocks all vehicle requests due to "location unacceptable" .
Noob [Kaalakiota Sniper Rifle] Most Sneakiest
A few kills later...
Most Sneakiest [Militia Sniper Rifle] Noob
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 12:15:00 -
[302] - Quote
Breakin Stuff wrote:Imp, area denial for a sentinel should be, for example:... Can I stop ya there for a sec? Area denial is that thing a minlogi does where you're trying to get through a doorway but they have remotes set. And have practiced aiming the mass driver for short-mid range anti infantry area denial purposes(this and light av are what mass driver is made for) Sentinels are for point defense and heavy av, basically. Sentinels, as the name would indicate, are basically analogous to Knights in other RPGs. Massive armor rating, minimal dexterity, long delay between attack turns, low movement speed. Can they take down a horse? Of course of course. Can they take down an elephant? With some work and a big enough weapon sure, but should need some help from party. Can they take town a big bird? If it flies at the base they're defending, you better believe it! A sentinel is intended to fortify a castle. Yes theyre the one going toe-to-toe when you fight the big bad critters, but that's because otherwise the mage, ranger, rogue, and berserker get targeted and they cant survive a hit.
"Here's the issue: The sentinel is the go-to suit for CQC." That is an issue. Like a guy wearing 3 sets of armor layered over each other turning as fast as a guy in a leather jumpsuit. That's an issue. But sentinels cried for it and made it happen somehow. Im gonna ignore your statement where you dont mention how forge guns decimate dropships and swarms are fairly ineffective against any pilot with more than half a brain.
"...the ONLY thing keeping the PLC from making the forge gun into the most inferior option is how hard it is to hit a damn barn past 20m." This is not a bad thing. Basically an av shotgun. Working almost as intended.
"So once the HMG heavy is phased out, if forge guns are not adjusted, Sentinels are going to be... the most impressive target in play. That's not a role." Yes it is. Its called minja. Minja is the target practice role BECAUSE we were king of cqc. Why? Because our role description was TO BE king of cqc. If sentinel 514 is coming to an end... Thank god.
"Sentinels were built and billed as a suppression platform (which it has never succeeded at)" Nope. The assault is a suppression fighter. They're the ranger, sentinel is the knight. When the assault takes a couple hits they get behind cover. Or better, they get behind the knight. A sentinel should knock down anything it sees that approaches what/where its defending. An assault has the range to be a suppression unit. A commando can't armor up as heavy but can attack much quicker and hits harder with their favored weapon. This whole "classes" thing CCP went with is one of the last RPG remnants in dust, and it largely is working as intended
Sebiestor scout, MTAC pilot, Merc w/ a face
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
27
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Posted - 2015.03.06 12:21:00 -
[303] - Quote
Interested to see how it all plays out. Been playing for just under a year and have never ran anything apart from the starter fits. Decided right from the go that I was going to play this by trying to max out each of the starter suits before moving onto anything more advanced..... so slightly disappointed that my recently completed investment into sniper rifles is now going to waste, but looking forwards to skilling up the PLC.
Also just started earning a ton more warpoints by running stable drop uplinks on my starter suit..... so that niche has gone too.
With the basic frame changes does it look like an advanced medium frame be able to be fitted out better than a basic assault suit? That's the problem I have at the moment. Why run the advanced medium when it costs less ISK to run an advanced assault AND you get a couple of hundred more eHP and the basic frames ability to add an extra module is more than compensated for by the assaults bonus'.
A basic assault fitted with all basic modules costs around 11,500 ISK and has it's bonus'
an advanced medium fitted the same way with one extra basic damage mod costs around 18000 ISK with almost 200 less eHP
I expect the same is true of the other specialist suits too.
It's less about the fitting abilities and more about cost/risk for me. There just doesn't seem to be a reason to run the standard medium suits. Stay in the starter fits until you've got an assault. Then run that.
Not sure what the answer is but maybe it's something either like make the specialist suits much more expensive so it's an investment to run them, or don't unlock them until level 5 or both. If I'm almost better off, from a survivability point of view, running a basic assault than a prototype medium why would I run the medium? and if I can afford to run prototype mediums, why wouldn't I be running prototype assaults?? I expect the same is true for scouts and lights. Basic heavys seem to be slightly different because eHP/HMG.
Not moaning or complaining just interested in peoples views.
Anyway thanks for reading and I'll be dying for the cause in my trusty starter tonight. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
|
Posted - 2015.03.06 12:24:00 -
[304] - Quote
Most Sneakiest wrote:CLONE ALPHA 001 wrote:two small thing i really really really really REALLY wanna see fixed. 1. when an amarr logi dies all it links lose their bonus 2 vehicle requests denied when calling them in while inside of some sockets please fix Almost 1/4 of the map with the large hangar in the middle (not sure of the name...not sure if anyone knows the name) blocks all vehicle requests due to "location unacceptable" .
1. Working as intended. Fix incoming when your sentinel learns to protect their logi. Just bc a mage specializes in something that isn't healing, doesn't mean they don't need protecting. In fact, an amarr logistics bonus makes their links impressive enough that its a veritable call to arms. If the amarr logi is protected, reinforcements WILL be coming. SOON! 2. Yes. Wtf with this?! (Stands on the road away from cover) "I'll just call my quafe methana in bc my callisto doesnt exist anymore..." "Location inaccessible" "dafuq?!" "Location inaccessible" "location inaccessible" "team quota reached"
Sebiestor scout, MTAC pilot, Merc w/ a face
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Cavani1EE7
Murphys-Law
936
|
Posted - 2015.03.06 12:27:00 -
[305] - 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta.
10100111001
Shield tanking is hard mode /period.
10100111001
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Jebus McKing
Nos Nothi
1634
|
Posted - 2015.03.06 12:39:00 -
[306] - Quote
CCP Rattati wrote:[...]all starter fits had the same PG/CPU capacity. [...] Massively increase and equalize all Basic Medium Frame capacity[...] Wait, you are giving all Basic Medium Frames the same PG/CPU no matter what race they are?
That would mean e.g. a PRO MN Basic Medium Frame would have 2 CPU less but a whopping 9 PG more than a PRO MN Assault.
EDIT: Also in the spreadsheet CPU and PG are wrongly labeled me thinks.
Jebus hates scans.
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WeapondigitX V7
The Exemplars RISE of LEGION
242
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Posted - 2015.03.06 13:06:00 -
[307] - Quote
The hit detection of melee on all suits moving sideways is very bad still, its hard to assassinate targets from behind cause they move at 100% movement speed.
I would suggest making melee act like a horizontal damage arch instead of pinpoint damage. this would allow me to hit targets slight positioned to the left or right of me.
Additionally please increase the range of melee by 0.5m-1.0m.
Meaning the current range of 0.5m could be increased to 1.0m to 1.5m.
These 2 changes would help with hit detection issues and assassination issues (assassination with 2 hits not 1 like the nova knifes do) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7564
|
Posted - 2015.03.06 13:15:00 -
[308] - Quote
Way to take everything out of context griev. Reading comprehension. Get some. Look at what I actually SAY rather than what you think I intend.
The tank/DPS/Healer mmotif doesn't work in DUST. The game doesn't work that way. If the ONLY thing you can do is take more damage that's not a role. It'd be a role if you could force everyone to focus on you and survive the onslaught well.
Ability to take a pounding should ENABLE a role, not BE the role. Just like being a fast little pain in the ass should enable a minscout role, not BE the role. Unfortunately that's what we got. You should be able to utilize a suit effectively for thingyou're not optimized for by default idif you are willing to make fitting sacrifices.
The way the minscout is set up it should be a shoe in for opportunist assassin and saboteur. Believe me I understand. It's gotten a little too easy to spot and kill minjas before they kill you. I've been resorting to using an ACR with damps (no cloak) to get behind people and blaze them with the ACR.
Trying to get closer is damn near suicide. But those NKs diced that commando pretty good.
Please do not assume I am considering ANYTHING in a vacuum. I actively have no sympathy for anyone who fails to properly tank an LAV they deserve to die in their suicide sleds. Dropships I'm waiting till their next (hopefully last for a while) balance smoothing pass To chime in on ideas to increase their survivability.
Sentinels don't have to hit harder than other AV. They don't need to be "better" in CQC. I would honestly be happier if the sentinel suit, whether in a defensive role or an attack support role was rock-steady, consistent and overall effective. Should someone be situationally better? Absolutely, if a PLC isn't better at ripping balls off in close why have the PLC?
Do I really give a sh*t that commandos might potentially dish out pain faster? No. But the idea that it shouldn't function better than any suit in any situation in any role is a bad one. The idea that "it's not bonused that way means you shouldn't use it that way" is resisted like it's here to enslave people but people try to force-feed it to heavies.
People want heavies in CQC. Yet they scream it's OP in CQC. And even if we delete the HMG entirely we wind up with heavies running ACR and AR with their logi leashes being almost as OP in CQC.
Why do we want to keep them in CQC again?
Finally area denisl is not limited to RE traps. Area denial is any tactic used to DENY ENTRY into an area. This can be done with traps, ambushes, mines or overwhelming firepower.
Right now sentinrls are awesome at CQC. Too awesome. They suck ass at area denial and speccing swarms is just the better option than the forge. Whare do we go from here?
I have a few ideas on where to go. But I'm not hearing a lot of alternatives from the crowd that aren't "heavies are fine" or "YAAAAY NERF THEM INTO THE GROUND."
AV
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ROMULUS H3X
research lab
337
|
Posted - 2015.03.06 13:29:00 -
[309] - Quote
WeapondigitX V7 wrote:The hit detection of melee on all suits moving sideways is very bad still, its hard to assassinate targets from behind cause they move at 100% movement speed.
I would suggest making melee act like a horizontal damage arch instead of pinpoint damage. this would allow me to hit targets slight positioned to the left or right of me.
Additionally please increase the range of melee by 0.5m-1.0m.
Meaning the current range of 0.5m could be increased to 1.0m to 1.5m.
These 2 changes would help with hit detection issues and assassination issues (assassination with 2 hits not 1 like the nova knifes do)
Well, i think the backpeddling reduction will be a good start. Let's see how this works in conjunction with super jumps first before we increase Melee range.. don't want to make it too easy now
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Sergei Domar
Rautaleijona
43
|
Posted - 2015.03.06 13:38:00 -
[310] - Quote
As quite few other people in this thread, I too, would like to say I am concerned about Assault Scramblers effectivness
It has been my favorite weapon already for couple months and I have found it very effective especially on Advanced amarr assault/Advanced level rifle. I am excited to try it out after buff
With current skills it heats on final round and I don't have amarr suits 5, (I think I have it at 3). Only way to cook it off is to fire your magazine almost empty, reload and shoot again and it heats on second magazine. Slight adjustment maybe needed.
I'm waiting for what usage stats will say about this, slight buff was in order but really concerned now about rifle becoming too strong especially compared to shorter range assault rifles.
If AScR proves to be too strong, in my opinion changes should be done with slightly reduced damage and increased heat. Range feels about right now, heat doesn't feel ok and new damage concerns me.
Let's see how it works, if for nothing else than to to keep meta moving. |
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CCP Rattati
C C P C C P Alliance
18102
|
Posted - 2015.03.06 13:40:00 -
[311] - Quote
Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta.
yeah totally
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Lorhak Gannarsein
Nos Nothi
4393
|
Posted - 2015.03.06 13:42:00 -
[312] - Quote
Out of curiosity, Rattati - why are both of the new vehicle utility modules in high slots? Great, I get access to fitting modules, hooray, I can still fit nothing more than usual because of the catastrophically high costs of the modules. I get a new tank module! great! Now I have nothing else to fit in those slots.
Why is it necessary to give all utility to the Madrugar, as well as making it near as durable as the Gunnlogi?
EDIT: I just realised that you're also in the process of (effectively) nerfing the effectiveness of AV against armour - it seems what's happening here is that the Gunnlogi's eHP is being (effectively) cut, on top of the Large Missile nerf - with the Large Blaster seeing so many repeated buffs, I'm really starting to struggle seeing a place for Gunnlogis. I mean, hell - I can't even escape from a blaster Madrugar thanks to him being faster than me and also having space for nitrous without interrupting tank.
Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars.
Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Bright Cloud
Namtar Elite Gallente Federation
837
|
Posted - 2015.03.06 13:47:00 -
[313] - Quote
Shields are not equal ya know why? Cause a proto scrambler rifle hit can take out 100HP shields with a single hit. A decent Cal. Assault fit has around 600HP shields and maybe a damage mod/recharger. So all of that shields are gone with 6 well placed shots and maybe even less if i would stack damage mods on top of it.
Bright is the opposite of dark! Who would have thought of that?!
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
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Posted - 2015.03.06 13:57:00 -
[314] - Quote
Breakin Stuff wrote:Way to take everything out of context griev. Reading comprehension. Get some. Look at what I actually SAY rather than what you think I intend. ... Finally area denisl is not limited to RE traps. Area denial is any tactic used to DENY ENTRY into an area. This can be done with traps, ambushes, mines or overwhelming firepower. Reading comprehension? Really. You get some. I don't really want to hear that from someone who always injects their own opinions about what they think I'm trying to say into what I'm actually saying.
I feel that mass drivers are (as intended) more effective area denial than REs. If you spent a little less time convincing yourself I'm a troll, you might realize I have a brain. Most of your post was decent and I'm glad to see it, but I can't let "The tank/DPS/Healer mmotif doesn't work in DUST." slide when one of the things that works best in this game (given intelligent players with teamwork capability) is the rpg style class system.
I never said heavies should only be able to take damage, i actually said anything they spot they should be able to knock down. Sure minja should be able to knock one down if not spotted and similarly leveled, but believe it or not im not here to beat that dead horse today. I am here to try to provide constructive feedback and i can do it without insulting others Or making assumptions about what i think they think I think they were trying to say. Lighten up bruh. Ever since the day I saw ppl trolling you in devhangout about av and threw in my two bits (after saying I have no issues with you and think you've got a good head on you) you've been up my ass pretty consistently.
I don't think bsentinels should be nerfed into the ground. I think amarr need light av, mass driver needs to become light av again(were about to take a good step in that direction) and I think we need 3 more heavy av and 3 more heavy anti foot soldier weapons. I don't want any class to be as useless as the minja and amscout have been for the past while. I also feel that sentinels are a little too much ATM, but not anything that can't be fixed. CCP just doesn't need to make all their buff/nerf decisions on what the op fit of the year is. Its how you wind up with sentinel 514 in the first place
Sebiestor scout, MTAC pilot, Merc w/ a face
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 13:59:00 -
[315] - Quote
Godin Thekiller wrote:HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL? Because It being a better CQ weapon than blasters is silly. Which warranted a DPS nerf. Not a nerf to every stat besides range...
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 14:06:00 -
[316] - Quote
duster 35000 wrote: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.
i just stack extenders and regulators. and a cardiac regulator at proto. its the most functional fit ive come up with that cover a wide range of scenarios |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
|
Posted - 2015.03.06 14:07:00 -
[317] - Quote
Lorhak Gannarsein wrote:Out of curiosity, Rattati - why are both of the new vehicle utility modules in high slots? Great, I get access to fitting modules, hooray, I can still fit nothing more than usual because of the catastrophically high costs of the modules. I get a new tank module! great! Now I have nothing else to fit in those slots. Why is it necessary to give all utility to the Madrugar, as well as making it near as durable as the Gunnlogi? EDIT: I just realised that you're also in the process of (effectively) nerfing the effectiveness of AV against armour - it seems what's happening here is that the Gunnlogi's eHP is being (effectively) cut, on top of the Large Missile nerf - with the Large Blaster seeing so many repeated buffs, I'm really starting to struggle seeing a place for Gunnlogis. I mean, hell - I can't even escape from a blaster Madrugar thanks to him being faster than me and also having space for nitrous without interrupting tank. Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
The gunnlogi pilots cry a little hard, but all av is armor av except PLC and flux grenades, and as soon as a PLC or a scout running with a grenade is spotted, gunnlogis nitro out of there so fast you'd think an rdv picked them up. Agree about the large missile turret. And why is it the only turret that isn't available mlt?
Sebiestor scout, MTAC pilot, Merc w/ a face
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duster 35000
Algintal Core Gallente Federation
351
|
Posted - 2015.03.06 15:07:00 -
[318] - Quote
duster 35000 wrote:DeathwindRising wrote:Doc DDD wrote:CCP Rattati wrote:Doc DDD wrote:
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. i just stack extenders and regulators. and a cardiac regulator at proto. its the most functional fit ive come up with that cover a wide range of scenarios That's alot worse than armor...stacking extenders and a cardiac reg? Good luck with the crappy regen, you may as well use armor at that point.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
351
|
Posted - 2015.03.06 15:08:00 -
[319] - Quote
Greiv Rabbah wrote:Lorhak Gannarsein wrote:Out of curiosity, Rattati - why are both of the new vehicle utility modules in high slots? Great, I get access to fitting modules, hooray, I can still fit nothing more than usual because of the catastrophically high costs of the modules. I get a new tank module! great! Now I have nothing else to fit in those slots. Why is it necessary to give all utility to the Madrugar, as well as making it near as durable as the Gunnlogi? EDIT: I just realised that you're also in the process of (effectively) nerfing the effectiveness of AV against armour - it seems what's happening here is that the Gunnlogi's eHP is being (effectively) cut, on top of the Large Missile nerf - with the Large Blaster seeing so many repeated buffs, I'm really starting to struggle seeing a place for Gunnlogis. I mean, hell - I can't even escape from a blaster Madrugar thanks to him being faster than me and also having space for nitrous without interrupting tank. Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there. The gunnlogi pilots cry a little hard, but all av is armor av except PLC and flux grenades, and as soon as a PLC or a scout running with a grenade is spotted, gunnlogis nitro out of there so fast you'd think an rdv picked them up. Agree about the large missile turret. And why is it the only turret that isn't available mlt? Gunlogis don't use nitro, maddy's do.
Molestia approved
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
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Posted - 2015.03.06 15:33:00 -
[320] - Quote
Imp Smash wrote:True Adamance wrote:Imp Smash wrote:
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though.
No they simply don't. I don't need to move for my Laser Rifle to clear entire sections of the map. I get into position I can stay there as long as I need to. In other games once I get my Tiger H1 into position (its a heavy tank with a big gun) very little but well placed high calibre shots can dislodge me. You simply do not need to move to fulfil an area denial role, you simply need to get into position within the area and BAM you have a sweet spot of wreaking havoc. You can defend an open area. Seeing as map design puts the VAST amount of points in areas with plenty of cover --- no -- you won't be contributing as much to objective game modes as much with a laser. I run a laser as well. And yes, there are some points on some maps where a laser (or a heavy with a laser like autocannon) could be helpful. But very little in relation to objectives. Add to that the heavy extra large hitbox (and head hitbox) giving a heavy less ability to take cover and you have a sitting duck to RRs, Scramblers, Lasers, snipers, and forgeguns. Simply because any suit can post up anywhere and shoot at that heavy, duck behind whatever rock or hill is in the area, and pop back out due to their mobility. Cloaked scouts will be having a field day. Heavies can't move so -- LAVS. Or HAVs. Roadkills for hilarity. Basically when doing area denial you need to control range. And to control range you need mobility. The thing heavies are the worst at. Let's imagine tactics. Ok. hack point in this building. Large open plains all around. Lets put a couple of Sents on the roof with their laser like HMGs. That will be plenty good defense. Except Laser. Ok lets assume the HMG outranges the laser. Sniper or cloaky shotgun. Sentinels will literally be unable to defend anything simply because before anyone hits them they will die. I mean, I like tactics, and counter tactics to Sents is a great thing. Unless there is no counter to that counter in which case no more heavies outside of forge sniping. Oh wait -- you are an Amarr Assault just like me. You forget that 1. AmAss have more speed. 2.A shitton of HP for an assault 3. Smaller Hitbox and 4.A TON of stamina to use to help move around the battlefield. Basically all of the stuff required to be effective at ranged combat. Lets try to force heavies out into the open so that the MinSent and Am Sent become the only SemiViable heavies and laugh at the GalSent and CalSent. All this is assuming the HMG stays the only 1 of 2 heavy weapons. We might get more heavy weapons. Should they all be outside only too? And the fact that ranged area denial suits need nano hives but heavies can't carry them. Way too many holes in this argument. And all of the above ONLY breaks the HMG. It STILL doesn't kick heavies out of CQC. All we will see is the overwhelming majority of heavies picking up light weapons. Only bringing out the HMG a small percentage of the time to shoot off of a roof when reds are rushing it (which the Assault HMG SHOULD be doing anyway!) On an unrelated note. Leadfoot10 wrote: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 Scouts will be making a comeback You make a number of points that warrant discussion, but I'd like to point out that in cqc, the hmg is practically king(as of last time I played sentinel. Its a cone of death. Pulling the hmg from cqc to short-mid is fine if flamethrower. Also, sentinels still nk-stab harder than anyone, you can't take them out of cqc. Why would you want to? Sentinels are defenders. They need to be able to defend their party at close range too. The only thing that should really be killing a sentinel at cqc range consistently is either flanking squaddies or a well hidden scout creeping up for a stealth kill.
Sebiestor scout, MTAC pilot, Merc w/ a face
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The-Errorist
1080
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Posted - 2015.03.06 15:54:00 -
[321] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." You should make basic medium frames generalists instead of skill-bonus-less assaults with extra capacity.
Basic medium frames could achieve that by having +5m increase in scan radius, 2 equipment slots at all tiers, 1 less module slot compared to assaults, a bit more PG/CPU, and a bit less HP than assaults, but more than logistics.
https://forums.dust514.com/default.aspx?g=posts&m=2550419
Suits, Tanks, a mode
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Cavani1EE7
Murphys-Law
936
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Posted - 2015.03.06 15:59:00 -
[322] - Quote
CCP Rattati wrote:Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally :)
10100111001
Shield tanking is hard mode /period.
10100111001
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1296
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Posted - 2015.03.06 16:13:00 -
[323] - Quote
Pokey Dravon wrote:
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?
If they are going to be the same in strength, cooldown and uptimes need to be equal as well. So nope, not against it at all.
Tanks - Balancing Turrets
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7564
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Posted - 2015.03.06 16:13:00 -
[324] - Quote
Greiv Rabbah wrote:things
I may be mildly annoyed with people trying to twist my intent right now. If that's not the intent, I apologize. I'm getting entirely too used to counterpoints being based on my words being used completely out of context.
Believe it or not almost none of my assertions about people's attitude are intended to be anything other than general.
If someone is being a douche it applies to them. If you are engaging in point/counterpoint and bringing something it does not.
I'm not calling you an idiot for disagreeing. I have a different perspective. You think area denial is better handle one way. That's fine. But why are we not allowing for other things?
You stated that removing the turn speed penalty was a bad move. If the sentinel was effective at long range and intended to get it's skull ripped off by anyone getting In close? Seems like balance to me.
However giving a sentinel a weapon that only works at point blank with a turn rate that allows anyone to circle around and kill you means sentinels are there to get farmed for warpoints. This is what happened before.
Rather than making sents ranged, the turn speed was removed and I facepalmed because what we have today was inevitable given the CCP nerf/buff cycle.
While the turn speed penalty was in effect, heavies utilized rifles to overcome the limitation. Because you can turn slow as hell all you want. At 60-80m it doesn't matter how fast the scout or assault can move you can kill them via hit point attrition.
That's why I say sentinel suits are better for open area. The raw HP allows you to win attrition combat while allowing weapons that don't require a scout suit to take shots at you.
Now this next point, which I also do not directly attribute to you, was that the devs removed the turn speed because popular opinion deemed that it was unfair for sentinels to be able to kill people at any significant range.
My problem is not any one person's ideas on a nerf. In fact even though I firmly disagree that it is the solution, is well thought out and grounded in the functional reality of the game.
My worry is that the people who want certain combinations of nerfs gaining traction. It's like what happened with the Minscout recently. One PARTICULAR nerf wasn't the killer. It was the combination.
And it wasn't JUST the sentinels. The assaults and logis were up in arms too because they were getting pasted by either HMGs or Shotty/NK from both directions.
Just because scouts were obnoxious did not mean that heavies weren't. That was about when I changed my tune about the HMG. I realized it would shift right back to Sentinel514 the instant scouts were nerfed.
Don't mistake me attacking your assertions with me attacking YOU. Just because I (wildly) disagree with you does NOT mean I automatically assume you are an idiot or 100%wrong.
My problem is the assertion that sentinels are supposed to be CQC. I don't remember or care if it is YOUR assertion. The fact that if we simply delete the HMG nothing will change because we'll immediately swap to rifles is real. It won't change the attrition war hellgrind meta in CQC vs. Fatties at all.
I firmly believe that if we want fatties to be balanced we need to make the optimal activity something other than turtling up in tight spaces with a logi indulging in a weird bromance.
I dunno how else to say it. The precedent is there, the logic is there, it's happened before.
But the rallying cry of the masses is "heavies are CQC. End. Stop."
Why is that? It only makes sense if they're trying to convince the devs that this nerf, then this one... then that...
Individually the nerfs are innocuous. Together they make the heavies into easy warpoint batteries. Counters that are dependent on the enemy to be a moron aren't counters. It wasn't with tanks, nor was it with scouts, nor now with HMGS. It'll never be a counter.
AV
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Stefan Stahl
Seituoda Taskforce Command
1027
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Posted - 2015.03.06 16:22:00 -
[325] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo. The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic. I didn't originally suggest this in the new HAV thread because I'm not an expert on HAVs, but would returning the large missile turret to it's pre-1.7 operation mode (4 shot salvos) with a hybrid AV-AI functionality be preferable to the current suggestion?
By the way, did anyone so far agree with the size of the AScR buff? |
HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
55
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Posted - 2015.03.06 16:24:00 -
[326] - Quote
CCP Rattati wrote:Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally I think what their doing to tanks is mostly ok. The only thing that i disagree with is the increased heat build up. But i assume the heat thinges would take care of that. Thatk you CCP, finally a hav buff. :)
I WILL WIN... DESTINY
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Kuruld Sengar
T.H.I.R.D R.O.C.K RISE of LEGION
243
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Posted - 2015.03.06 16:28:00 -
[327] - Quote
Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. Bad blueberry. Bad. |
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 16:38:00 -
[328] - Quote
cal assault is tricky. either stay in cover and do a regen fit, or brick the shields. the lower regen means youll have long recovery times, but the extra hp is often the difference between having shields left after a scr charged shot or being dead.
ive run every cal assault shield fit possible. they all require a different style of play. |
Bright Cloud
Namtar Elite Gallente Federation
837
|
Posted - 2015.03.06 16:59:00 -
[329] - Quote
When 2 competent squads colide with each other on ambush the game gets stale till one squad earns a OB. Im sure alot of players experienced this on the large bridge with alot of installations on it. One side manages to get uplinks on the bridge and the other side camps on the hill.
Now competent squad A has amarr assaults with lasers to keep firing at competent squad B which is shield tanked and is using rail rifles. Squad A will get kills more frequently aswell generating WP by taking damage which can be repaired with the help of logis. Squad B has no way to keep up with squad A in terms of WP generation. What follows is that squad A will get a orbital strike, drop it on squad B and then overruns the opposition in a all out assault.
The assault cannot be stopped once in motion due to the ambush spawn mechanic. Similar things can be seen on the gallente research facility by playing domination. if you are loosing get some armor plated sentinels, let them take damage to repair, earn OB, assault the objective and barricade yourself in there with ++bertanked heavys and repping logis. Shields are not competetive as long the logistic gap is not closed.
Bright is the opposite of dark! Who would have thought of that?!
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5196
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Posted - 2015.03.06 17:03:00 -
[330] - Quote
CCP Rattati wrote:Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally
I'm going to leave the insults out of this one, but I would like you to reflect on something with the ASCR for a moment.
This weapon will...
- Dominate at range, especially with phantom recoil
- Dominate in CQC due to its hipfire spread helping the AA mechanics.
- Pretty much automatically win against all shield based opponents
- Stand above other armor based opponents
- Have heat as rarely ever a factor, even less so with amarr assault bonus.
I know you were trying to get this weapon going, but this is going to introduce more problems than it will solve. What you could have done was shift its profile numbers down by 5 make it a little more well-rounded, and then given it a slight damage increase of about 5%. That would have kept it at about the same proficiency against shield opponents as it is now, and made it at least viable against armor based opponents.
But instead, now it's just going to be an overkill machine on shields and really really good against armor. This is not ideal.
If you insist on making this the rifle of absolute death and destruction that stands above all others, then you're going to need to increase the amount of heat it generates. Possibly to the point of it being nearly unviable outside of the Amarr Assault.
Usually banned for being too awesome.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
160
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Posted - 2015.03.06 17:06:00 -
[331] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:things I may be mildly annoyed with people trying to twist my intent right now. If that's not the intent, I apologize. I'm getting entirely too used to counterpoints being based on my words being used completely out of context. Believe it or not almost none of my assertions about people's attitude are intended to be anything other than general. If someone is being a douche it applies to them. If you are engaging in point/counterpoint and bringing something it does not. I'm not calling you an idiot for disagreeing. I have a different perspective. You think area denial is better handle one way. That's fine. But why are we not allowing for other things? You stated that removing the turn speed penalty was a bad move. If the sentinel was effective at long range and intended to get it's skull ripped off by anyone getting In close? Seems like balance to me. However giving a sentinel a weapon that only works at point blank with a turn rate that allows anyone to circle around and kill you means sentinels are there to get farmed for warpoints. This is what happened before. Rather than making sents ranged, the turn speed was removed and I facepalmed because what we have today was inevitable given the CCP nerf/buff cycle. While the turn speed penalty was in effect, heavies utilized rifles to overcome the limitation. Because you can turn slow as hell all you want. At 60-80m it doesn't matter how fast the scout or assault can move you can kill them via hit point attrition. That's why I say sentinel suits are better for open area. The raw HP allows you to win attrition combat while allowing weapons that don't require a scout suit to take shots at you. Now this next point, which I also do not directly attribute to you, was that the devs removed the turn speed because popular opinion deemed that it was unfair for sentinels to be able to kill people at any significant range. My problem is not any one person's ideas on a nerf. In fact even though I firmly disagree that it is the solution, is well thought out and grounded in the functional reality of the game. My worry is that the people who want certain combinations of nerfs gaining traction. It's like what happened with the Minscout recently. One PARTICULAR nerf wasn't the killer. It was the combination. And it wasn't JUST the sentinels. The assaults and logis were up in arms too because they were getting pasted by either HMGs or Shotty/NK from both directions. Just because scouts were obnoxious did not mean that heavies weren't. That was about when I changed my tune about the HMG. I realized it would shift right back to Sentinel514 the instant scouts were nerfed. Don't mistake me attacking your assertions with me attacking YOU. Just because I (wildly) disagree with you does NOT mean I automatically assume you are an idiot or 100%wrong. My problem is the assertion that sentinels are supposed to be CQC. I don't remember or care if it is YOUR assertion. The fact that if we simply delete the HMG nothing will change because we'll immediately swap to rifles is real. It won't change the attrition war hellgrind meta in CQC vs. Fatties at all. I firmly believe that if we want fatties to be balanced we need to make the optimal activity something other than turtling up in tight spaces with a logi indulging in a weird bromance. I dunno how else to say it. The precedent is there, the logic is there, it's happened before. But the rallying cry of the masses is "heavies are CQC. End. Stop." Why is that? It only makes sense if they're trying to convince the devs that this nerf, then this one... then that... Individually the nerfs are innocuous. Together they make the heavies into easy warpoint batteries. Counters that are dependent on the enemy to be a moron aren't counters. It wasn't with tanks, nor was it with scouts, nor now with HMGS. It'll never be a counter. OK I'll brb. This long ass post requires a laptop to reply. This space reserved.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
|
Posted - 2015.03.06 17:10:00 -
[332] - Quote
The logistics gap isn't the problem. It clouds the problem. No one complains about a logi attached to a galassault's hip. Nor do people complain about logis attached to sentinels in the open.
So is the logi making the sentinel unfair?
Or is the sentinel being able to force combat in terrain where he can minimize any chance of a flank making the logi more potent?
Sentinels are entirely too good at attrition warfare to be a good thing in CQC. In the open, assaults can freely maneuver into a superior position Which allows a skilled assault to kill the geavy regardless of weapon. In CQC the assault gets funnelled directly into close quarters with a weapon-resistant heavy with twice to three times his EHP. That's a losing prospect even if the fatty is using a sidearm.
In the open the logi can help. But you don't need to drop an RE down the heavy's pants to get to him.
The less advantageous CQC is for sentinels, the faster the fatty/logi synergy breaks down to manageable levels.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 17:10:00 -
[333] - Quote
since I double posted I will try to make the tone of my posts less dickish, since that's neither my intended tone nor why I'm participating in the conversation.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
161
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Posted - 2015.03.06 18:09:00 -
[334] - Quote
duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 18:12:00 -
[335] - Quote
Greiv Rabbah wrote:duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays Imagine what happens if flux AV nades become a thing
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
162
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Posted - 2015.03.06 18:19:00 -
[336] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays Imagine what happens if flux AV nades become a thing Then basic flux nades will be nerfed? Likely to the point of being equipment breakers only. I fear the day, as flux grenades are one of only a couple hybrid ant-infantry+av weapons available
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 18:29:00 -
[337] - Quote
Greiv Rabbah wrote: Then basic flux nades will be nerfed? Likely to the point of being equipment breakers only. I fear the day, as flux grenades are one of only a couple hybrid ant-infantry+av weapons available
Doubt basics will. they can't kill you since the old glitch was fixed.
Side note, while experimenting I'm understanding why people consider sentinels with rifles douchey. never done it before.
AV
|
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 18:31:00 -
[338] - Quote
Bright Cloud wrote:When 2 competent squads colide with each other on ambush the game gets stale till one squad earns a OB. Im sure alot of players experienced this on the large bridge with alot of installations on it. One side manages to get uplinks on the bridge and the other side camps on the hill.
Now competent squad A has amarr assaults with lasers to keep firing at competent squad B which is shield tanked and is using rail rifles. Squad A will get kills more frequently aswell generating WP by taking damage which can be repaired with the help of logis. Squad B has no way to keep up with squad A in terms of WP generation. What follows is that squad A will get a orbital strike, drop it on squad B and then overruns the opposition in a all out assault.
The assault cannot be stopped once in motion due to the ambush spawn mechanic. Similar things can be seen on the gallente research facility by playing domination. if you are loosing get some armor plated sentinels, let them take damage to repair, earn OB, assault the objective and barricade yourself in there with ++bertanked heavys and repping logis. Shields are not competetive as long the logistic gap is not closed.
intentionally taking fire in order to earn wp should not be tolerated as intended game design.
chances are that CCP wont correct the issue, but instead add a shield repair tool. |
Bright Cloud
Namtar Elite Gallente Federation
837
|
Posted - 2015.03.06 18:36:00 -
[339] - Quote
Breakin Stuff wrote:The logistics gap isn't the problem. It clouds the problem. No one complains about a logi attached to a galassault's hip. Nor do people complain about logis attached to sentinels in the open.
So is the logi making the sentinel unfair?
Or is the sentinel being able to force combat in terrain where he can minimize any chance of a flank making the logi more potent?
Sentinels are entirely too good at attrition warfare to be a good thing in CQC. In the open, assaults can freely maneuver into a superior position Which allows a skilled assault to kill the geavy regardless of weapon. In CQC the assault gets funnelled directly into close quarters with a weapon-resistant heavy with twice to three times his EHP. That's a losing prospect even if the fatty is using a sidearm.
In the open the logi can help. But you don't need to drop an RE down the heavy's pants to get to him.
The less advantageous CQC is for sentinels, the faster the fatty/logi synergy breaks down to manageable levels. Good luck with that when you play vs competent players in skirm/dom. In PC on allmost every point there are like 2-3 heavys guarding it. And assaults dont have enough firepower to take them on stright away. Another problem is that damage mods are something that armor tanked suits can make use of simply due to the fact that their primary tank is untouched. In my opinion we should have rate of fire enhancers that go into low slots to make this more balanced. So lets recap this:
Armor suits have: +very high HP +can be supported by logis/repping nanohives +have more firepower due to damage mods +sacrifice allmost nothing to fit damage mods +non stop passive HP regen from armor repair modules +capability to camp triage nanohives to regain HP -slow mobility
Shield suits have: -much lower HP -cannot supported via logis -have less firepower due to the lack of weapon enhancing modules that utilise lowslots -sacrifice primary tank HP to fit damage mods +better mobility +better HP regen when in cover (but gets interrupeted by a toxin SMG from 200 meters away)
Armor tanked suits have way more advantages then shield tanked suits. Plus amarr weaponary ruins their day non stopp. Laser rifles and Scramblers are extremely devestating vs shields and there is no matching anti armor weapon except for the massdriver which has insanely low DPS, poor ammo pool and is at range allmost useless.
Bright is the opposite of dark! Who would have thought of that?!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
|
Posted - 2015.03.06 18:45:00 -
[340] - Quote
I have a hard time buying the "shield tanks are always inferior" party line when most of my successful engagements are in shield tanked suits. Scrambers are bad, but not world-ending.
AV
|
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.06 18:57:00 -
[341] - Quote
Greiv Rabbah wrote: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. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
|
Lavallois Nash
Federal Transfers and Trades
528
|
Posted - 2015.03.06 19:06:00 -
[342] - Quote
I dont know if this is still being monitored, but if It is, I would like to express my deep concern for the changes to uplinks. As it it right now, Ive had to retire my forgegun since bandwidth,, I already need a Amarr logi to get the most out of my links.
Now, we are going to put 15 second spawn free links on starter fits while nerfing my skilled into links. What is the point of me engaging in combat anymore? If my ADV and PRO links are the only ones people want to use, im literally going to have to sit there a few feet away from my links, reading a newspaper, waiting to put a new one down every few minutes.
Not to mention now the STD/ADV/PRO barely gives anything for the SP investment. STD links gives 5 spawns now, ADV one 7.5.
Its almost like you are trying to eliminate any kind of creativity from players, and instead shoehorn everyone into a squad slayer role or a repair logi reading a newspaper behind a heavy all game. This "anti spam" initiative just basically removes the idea of people like me setting up durable spawn areas, and instead practically forces you to use links only as a squad close support role.
Im not trying to be mean, im just wondering what else in my bank of tactics and skills is going to get axed next? Hopefully trading gets implemented so I can retire from being a logi with what little of my New Eve livelyhood I have left. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7568
|
Posted - 2015.03.06 19:11:00 -
[343] - Quote
Honestly griev I'd love to see mass affect suits. Inertia as well.
But allow me to amend a half concept I have.
I feel heavy weapons rigged to dominate the long game and provide fire support should be clunky , and unwieldy in close. So if we take a ranged Hmg that has a 70-100 optimal then a scout or assault should absolutely have a clear advantage if they get within 20m.
By yhe same token breach and CQC weapons can't be clunky. Which brings me to the burst HMG. If you get a llittle too excited? It kills you. If you have excellent self control it's devastating. But it isn't the "insert logi, hold down trigger."
Because of how heavies work and how they do attrition combat if the long rang weapons got hammered in close and the cqc weapons weren't just casually easy to farm kills then we wouldn't have to worry.
Heavies would be a rock solid support platform that has flexibility if you change loadouts. It shouldn't be as flexible as a lighter frame or commando. I.E. you set up for a specific job. If sents worked more like that choices and tactics would matter.
It's why sure, were Rattati to adopt say my scram lance, even at level 5 if you hold the trigger down to the end of the magazine you're going to eat 720 damage because yhe gun won't seize, it'll try to kill you. On the ansent the DPS isn't as obnoxious. But the amsent would take 355 damage. Less to armor.
I loke heavy weapons to have good power. But they need exploitable drawbacks.
AV
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
162
|
Posted - 2015.03.06 19:12:00 -
[344] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote: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. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now? yes i do, thank you. hold down the trigger for longer. the more time you press the trigger, the scatter will disappear and your shots at farther distance will hit the center dot. it will scatter again if you let go the trigger the normal is better short range. the assault is good farther if you press the trigger button for a second or two before it fires at the small point in the center
Sebiestor scout, MTAC pilot, Merc w/ a face
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7568
|
Posted - 2015.03.06 19:13:00 -
[345] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote: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. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
Are you saying that the assault HMG dispersion is too big making it poor at fighting?
AV
|
Derpty Derp
Dead Man's Game
879
|
Posted - 2015.03.06 19:20:00 -
[346] - Quote
CCP Rattati wrote:Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
ThatGÇÖs it for now, please let us know your thoughts and give us constructive feedback. I doubt anyone will listen to one of the few people who have actually been using the small blaster over the past few months...
They do not need buffing Don't ask me why no one uses them, or why some people who get in my tank/LAV can't hit a heavy stood still directly in front of them. But for gods sake, trust me when I say I can mow people down with them.
1v1 against a blaster LAV, infantry is boned, it can't run fast enough to escape, unless it's right next to cover (and even then it's 50/50.) A tank with one small blaster on the front, can mow down swarmers (which I like, but the infantry will not.) Forge gunners are so fat and slow, you will almost always get a headshot kill.
This isn't going to adversely affect me in any way, it's just going to make me stronger. But please Rattati, try one of these things out in a few matches, get used to aiming with it and see just how wrong this buff is.
~~~ Everything else looks interesting, if not promising, especially nerfing the spray-ability of the rails and upping the cost of multiple hardeners. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7569
|
Posted - 2015.03.06 19:24:00 -
[347] - Quote
Heh. Pretty sure you are the guy that got me with the blaster.
Most of the problem is trying to hit a target while moving. They go completely to hell inless stationary. And most turret gunners I kill or make flee.
different experiences.
AV
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
431
|
Posted - 2015.03.06 19:32:00 -
[348] - Quote
I don't normally like to contribute on these Hotfix announcement threads, but Breakin is right, Derpty.
I am pretty accurate with small turrets, and the Blaster has always been a fave of mine. But the current blaster is helpful to the user ONLY when the vehicle driver is able (or aware enough) to HOLD THE VEHICLE still long enough for her small turret gunner to get enough of the dispersed rounds on the head and chest of the target-merc.
If you're the driver, and you simply swap seats to the small blaster, your results with the blaster are helped by the fact that your vehicle is standing still while you shoot.
For many others who try using the small blaster turret, the poor vehicle is twitching and doing the cha-cha while the poor blaster-gunner is trying her best to make her shots countGǪ.AARRGGH!!
"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5228
|
Posted - 2015.03.06 19:42:00 -
[349] - Quote
Stefan Stahl wrote:Pokey Dravon wrote:DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo. The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic. I didn't originally suggest this in the new HAV thread because I'm not an expert on HAVs, but would returning the large missile turret to it's pre-1.7 operation mode (4 shot salvos) with a hybrid AV-AI functionality be preferable to the current suggestion? By the way, did anyone so far agree with the size of the AScR buff?
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
DeathwindRising
ROGUE RELICS
910
|
Posted - 2015.03.06 19:57:00 -
[350] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote: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. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
the "sprinkle"
that made my day lol |
|
Derpty Derp
Dead Man's Game
879
|
Posted - 2015.03.06 19:58:00 -
[351] - Quote
CELESTA AUNGM wrote:"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed.
The majority of players can't pilot an ads for peanuts, but that hasn't stopped balance being based around those who can use them.
I've always seen the jumpyness of the small turrets as a problem by itself, which this will not solve... This will leave it just as difficult to hit something while moving, while everyone complains about the drivers who position well and slow down to let them shoot... Followed by a nerf.
I could be wrong though... Time will likely tell. |
Flint Beastgood III
Dead Man's Game RUST415
1465
|
Posted - 2015.03.06 20:00:00 -
[352] - Quote
CCP Rattati wrote:Plasma Cannons These are, as demonstrated by the community, the worst AV weapon currently, and outclassed by the Swarm Launcher. Increasing reload speed, dps or flight speed, would make it too good against infantry, so we just went with a solid 13% increase in damage across all tiers. This will be good for those Anti-Shield Starter loadouts.
OMG, yes! Away for a month and this is what I come back to :D :D :D
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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RA Drahcir
0uter.Heaven
455
|
Posted - 2015.03.06 20:04:00 -
[353] - Quote
ETA on release?
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
431
|
Posted - 2015.03.06 20:05:00 -
[354] - Quote
CCP Rattati wrote:Dear players,
We have been working on Hotfix Echo,GǪ
Starter Loadouts
Basic Medium Frames
Movement
Game Modes and Maps
Handheld Weapons
Heavy Machine Guns
Assault Scrambler Rifles
Plasma Cannons
Equipment Deployables
Cloak Fields
Dropsuit Modules
I'd like to make what I think is one of the most important requests about Echo. This game is rich in features and efforts from its Devs,...
GǪ.Yet the typical PS3 player does NOT expect to have to LEAVE her game, and visit some detached internet Forum site, in order to read and learn about these incredible Updates (or, she feels it's too much of a hassle to do so when she's just logged in expecting to play her game.)
Most new players won't even know about "the Forum" until a month after they've struggled to understand the game.
Warlords 1.0 Notes were the POOREST notes I ever remember in the game. Since Warlords Notes were so "U-P", and Hotfix Echo seems so "O-P" enough to be considered a "Patch",.. can you put together a Notes narrative for Echo, and insert it IN THE UPDATES MENU?
It's unjust to players, and unjust to all the prolific effort you put into these changes, if you ask players to log into their game, then log out to have to visit a forum to get educated on the changes, and have to log back into Dust to finally start playing with a full understanding of what's different.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Derpty Derp
Dead Man's Game
880
|
Posted - 2015.03.06 20:11:00 -
[355] - Quote
CELESTA AUNGM wrote:It's unjust to players, and unjust to all the prolific effort you put into these changes, if you ask players to log into their game, then log out to have to visit a forum to get educated on the changes, and have to log back into Dust to finally start playing with a full understanding of what's different. I wouldn't say "unjust" but it's a very unnecessary inconvenience. I only came to check out these notes after DELBOY messaged me about there being a hotfix, lol.
+1 on making these patch notes more accessible. |
IAmDuncanIdaho II
Nos Nothi
1545
|
Posted - 2015.03.06 20:27:00 -
[356] - Quote
m621 zma wrote: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'?
You need to write more unit tests - you've not accounted for removal of slow swapping when the cloak is subsequently switched off.
Quote: OnCloakStatusChange += function(CloakEventArgs e) { SwapSlow == e.IsActive }
Are you sure you didn't write some of the existing code? :-p |
Ripley Riley
Incorruptibles
8174
|
Posted - 2015.03.06 20:29:00 -
[357] - Quote
CCP Rattati wrote:Dropsuit Shield and Armor tanking are currently at pretty good parity. Lolwut
4 out of 5 dentists agree that orange is not a sound.
|
IAmDuncanIdaho II
Nos Nothi
1545
|
Posted - 2015.03.06 20:30:00 -
[358] - Quote
Mossellia Delt wrote:Wondering how a max level min assault with myofibers and hep mods will do...?
I wonder if the stacking penalty will affect both? If not.......I have around 85 HEPs left. Trip to the moon.
Vicious Minotaur wrote:Thoughts or whatever they call those brain things:
This reminded me of Ricky from Trailer Park Boys
Pokey Dravon wrote:A heavy shouldn't have to put on a module just to transverse basic terrain
Celus Ivara wrote: Oh, I would like to echo though, that Heavies really should have slightly better jumping out-of-the-box. The idea that they have to fit a module just to overcome immersion breaking hamster walls is pretty unfair. :\
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BLOOD Ruler
Royal Uhlans Amarr Empire
1105
|
Posted - 2015.03.06 20:37:00 -
[359] - Quote
Didn't read all of this, if I use Myofibril Stimulant will I take damage from a high jump or will it lessen?
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
|
Cat Merc
Negative-Feedback. Negative-Feedback
15409
|
Posted - 2015.03.06 20:38:00 -
[360] - Quote
New AScR damage before overheat: 2352.9 New AScR damage before overheat w/Amarr Assault: 3137.2 Duvolle damage before reload: 2380
So... Still think the new AScR will be fine?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
|
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Ripley Riley
Incorruptibles
8179
|
Posted - 2015.03.06 20:47:00 -
[361] - Quote
Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V.
Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side.
4 out of 5 dentists agree that orange is not a sound.
|
Cat Merc
Negative-Feedback. Negative-Feedback
15409
|
Posted - 2015.03.06 20:48:00 -
[362] - Quote
Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Alena Ventrallis
Intara Direct Action Caldari State
2610
|
Posted - 2015.03.06 20:51:00 -
[363] - Quote
I agree wholeheartedly with the damage buff. The overheat is sufficient drawback to warrant more damage.
I am iffy on the amount of damage increase. 15% is a pretty big jump. Wouldn't a smaller 10% buff be better, and we can dial it in from there?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Cat Merc
Negative-Feedback. Negative-Feedback
15409
|
Posted - 2015.03.06 20:53:00 -
[364] - Quote
Alena Ventrallis wrote:I agree wholeheartedly with the damage buff. The overheat is sufficient drawback to warrant more damage.
I am iffy on the amount of damage increase. 15% is a pretty big jump. Wouldn't a smaller 10% buff be better, and we can dial it in from there? Yeah, look at the stats I posted. It clearly shows that the overheat is a non factor on the new AScR lol
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
|
Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.06 21:05:00 -
[365] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Greiv Rabbah wrote: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. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now? Are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc.
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
|
voidfaction
Nos Nothi
1265
|
Posted - 2015.03.06 21:16:00 -
[366] - Quote
Cat Merc wrote:New AScR damage before overheat: 2352.9 New AScR damage before overheat w/Amarr Assault: 3137.2 Duvolle damage before reload: 2380
AScR DPS: 494.11 Duvolle DPS: 453.33
AScR vs Shields: 592.93 Duvolle vs Shields: 498.663
AScR vs Armor: 395.228 Duvolle vs Armor: 408
AScR effective range: 88m Duvolle effective range: 70m
AScR reload time: 2.5s Duvolle reload time: 3s
Duvolle mag size: 70 AScR mag size: 72
So... Still think the new AScR will be fine? Because the way I see it, it does more damage before overheat than a Duvolle does in an entire clip, its clip is larger, it reloads faster, it has more range, and to top it all off, it barely drops against armor compared to the Duvolle.
That's right, it has nearly the same DPS vs armor as the Duvolle, AND it does 100 more DPS than the Duvolle against shields. They need a new FOTM to push respec sales. Next month they will buff the ar because nobody is using it because they all changed to ascr. Stats don't lie. They show nobody is getting kills with them in the perfectly balanced armor / shield meta we have on suits. You know flux grenades had 0 kills in the stats so I think they should be buffed as well, lol
noi¦Ü+ö+Æßû+(V)Faction
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
163
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Posted - 2015.03.06 21:17:00 -
[367] - Quote
Breakin Stuff wrote:Honestly griev I'd love to see mass affect suits. Inertia as well.
But allow me to amend a half concept I have.
I feel heavy weapons rigged to dominate the long game and provide fire support should be clunky , and unwieldy in close. So if we take a ranged Hmg that has a 70-100 optimal then a scout or assault should absolutely have a clear advantage if they get within 20m.
By yhe same token breach and CQC weapons can't be clunky. Which brings me to the burst HMG. If you get a llittle too excited? It kills you. If you have excellent self control it's devastating. But it isn't the "insert logi, hold down trigger."
Because of how heavies work and how they do attrition combat if the long rang weapons got hammered in close and the cqc weapons weren't just casually easy to farm kills then we wouldn't have to worry.
Heavies would be a rock solid support platform that has flexibility if you change loadouts. It shouldn't be as flexible as a lighter frame or commando. I.E. you set up for a specific job. If sents worked more like that choices and tactics would matter.
It's why sure, were Rattati to adopt say my scram lance, even at level 5 if you hold the trigger down to the end of the magazine you're going to eat 720 damage because yhe gun won't seize, it'll try to kill you. On the ansent the DPS isn't as obnoxious. But the amsent would take 355 damage. Less to armor.
I loke heavy weapons to have good power. But they need exploitable drawbacks. Oh yeah. I've been meaning to mention, I read your av spreadsheet awhile back and noticed you stole the overheat mechanism from my old flamethrower concept lol. When I think about it, I'm still not sure about a hmg losing out to assaults with rifles, bc that's definitely a range game, but I think a commando should certainly eat up a sentinel with long range weapons. Prolly assault too I guess, I'd want to play around with it a bit and see how things balance out, but I definitely agree that heavy weapons should have devastating power, but devastating consequences for misusing them. As well, long range weapons should be clunky at short range. On my calmando alt, I can sit back a bit with a rail rifle and ping on people all day long, rack up kills, and have no fear of being more than mildly hurt unless a sniper, a gal scout with a sshorty, or a cal assault with another rr shows up. Once my dps is cancelled out by an opponents range, im a sitting duck
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7574
|
Posted - 2015.03.06 21:17:00 -
[368] - Quote
we've been trying to get the dispersion lowered for a while now.
The Dev of Doom is rebuilding it now.
from the looks of it, it will be awesome.
and hilarious.
but mostly awesome
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7574
|
Posted - 2015.03.06 21:20:00 -
[369] - Quote
if we're getting a new FOTM, is it cheating if I'm already skilled into it solidly?
Just asking, for research purposes of course.
AV
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DarthJT5
Random Gunz RISE of LEGION
293
|
Posted - 2015.03.06 21:22:00 -
[370] - Quote
Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there.
So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Cody Sietz
Random Gunz RISE of LEGION
4415
|
Posted - 2015.03.06 21:47:00 -
[371] - Quote
The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5200
|
Posted - 2015.03.06 21:53:00 -
[372] - Quote
Cat Merc wrote:Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek.
Same here.
And again, this buff is overkill. Severe overkill.
Usually banned for being too awesome.
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Funkmaster Whale
Whale Pod
2905
|
Posted - 2015.03.06 21:58:00 -
[373] - Quote
Like some others have said, the AScR and Laser weapons in general needed their profile tuned IMO more than the damage. Laser rifles are already incredibly strong vs shield-tanked suits, this will just make it damn near impossible to lose vs a shield-suit if you're running any ScR weapon. Right now as any shield suit, the moment you hear those laser sounds coming from your opponent you pretty much just have to pray that the enemy is really bad, because in most scenarios any ScR will just completely shred you.
I think damage profiles in general should be tuned down a bit. Like, Laser and Explosive are currently the maximums for shield/armor damage at +20% for shield/armor respectively. These should be brought down to +10%, with rail/projectile/plasma all sitting below that. This would, I think, give a lot more viability for weapons to be useful. Right now the issue with certain unfavored weapons is that they're not practical for all scenarios. Weapons like the Combat Rifle, Rail Rifle, HMG, are practical for all scenarios because they do plenty of DPS to take down whatever meager shield numbers most people run, and then they absolutely shred the typically much higher armor numbers.
IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
The other upside from this is that it would increase TTK by a little bit. This would be due to Proficiency skills factoring a tiny bit less than before. For example, efficiency vs armor on projectile with Prof. V would be 123% instead of 132% it is currently, while shield would be 92.5% instead of 85%. In this case, you'd trade +7.5% shield damage for -9% armor damage if factoring Proficiency skills. Basically it would be a nerf to all the Veterans how already have their skills maxed.
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Cody Sietz
Random Gunz RISE of LEGION
4415
|
Posted - 2015.03.06 22:00:00 -
[374] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Ripley Riley wrote:Cat Merc wrote:So... Still think the new AScR will be fine? /me opens skill tree. Confirms I am still skilled into all ScR skills to V and Amarr assault V. Cat, I have no idea what you are going on about. The AScR buff seems balanced in every possible way. In fact, 15% more damage may not be enough! Let's try 20%, just to be on the safe side. I actually have prof on it to IV, it's the second rifle I got to higher than prof III kek. Same here. And again, this buff is overkill. Severe overkill. Yeah, I think he's going by what the community is saying about the weapon and by the fact that the weapon isn't used much, rather then seeing how the weapon actually performs.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:04:00 -
[375] - Quote
Pokey Dravon wrote: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.
This is generally how the Rockets of old worked. Consistent fire raining down on targets until they died. It for the most part worked as well, just needed slight buffs.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:08:00 -
[376] - Quote
DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
Rails should have got a nerf as well imo. We'll just have to see.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:13:00 -
[377] - Quote
Lorhak Gannarsein wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
1: It's that and rails.
2: lol. you can't be serious, because if you were, you would look hella dumb right now.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:15:00 -
[378] - Quote
DarthJT5 wrote:Godin Thekiller wrote:HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL? Because It being a better CQ weapon than blasters is silly. Which warranted a DPS nerf. Not a nerf to every stat besides range...
Which is fair, never said it wasn't. I still think rails should get a nerf as well, and they'll pretty much be on the same page (well, we'll see how the heat changes turn out). Through this, blasters and Rockets will pretty much be on the same page.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:16:00 -
[379] - Quote
duster 35000 wrote:duster 35000 wrote: i just stack extenders and regulators. and a cardiac regulator at proto. its the most functional fit ive come up with that cover a wide range of scenarios
That's alot worse than armor...stacking extenders and a cardiac reg? Good luck with the crappy regen, you may as well use armor at that point.
Why are you responding to yourself exactly?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:18:00 -
[380] - Quote
duster 35000 wrote: Gunlogis don't use nitro, maddy's do.
I've seen nitro Gunnlogi fits, and that can easily be understand as a euphemism for getting the **** out of dodge.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:20:00 -
[381] - Quote
Tebu Gan wrote:Pokey Dravon wrote:
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?
If they are going to be the same in strength, cooldown and uptimes need to be equal as well. So nope, not against it at all.
I'd rather it just be lower tbh. I was actually expecting it not to be buffed, but stay the same as it is now. I wouldn't mind it be 30% and shields be 40% though.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:31:00 -
[382] - Quote
Derpty Derp wrote:CCP Rattati wrote:Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
ThatGÇÖs it for now, please let us know your thoughts and give us constructive feedback. I doubt anyone will listen to one of the few people who have actually been using the small blaster over the past few months... They do not need buffingDon't ask me why no one uses them, or why some people who get in my tank/LAV can't hit a heavy stood still directly in front of them. But for gods sake, trust me when I say I can mow people down with them. 1v1 against a blaster LAV, infantry is boned, it can't run fast enough to escape, unless it's right next to cover (and even then it's 50/50.) A tank with one small blaster on the front, can mow down swarmers (which I like, but the infantry will not.) Forge gunners are so fat and slow, you will almost always get a headshot kill. This isn't going to adversely affect me in any way, it's just going to make me stronger. But please Rattati, try one of these things out in a few matches, get used to aiming with it and see just how wrong this buff is. ~~~ Everything else looks interesting, if not promising, especially nerfing the spray-ability of the rails and upping the cost of multiple hardeners.
I used to be able to easily get kills with smalls. Not now. They are way too inaccurate to hit anything, and even if they do, Hit detection fucks it up. This change will help a lot.
EDIT: Also, be sure not to do that with a HAV around. I've been seeing people using the LAV guns more, and I would be sad if you did that **** around be, especially after Echo.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5235
|
Posted - 2015.03.06 22:31:00 -
[383] - Quote
DarthJT5 wrote:Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there. So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO.
Pretty much. Im glad Rattati is looking at making the Large Missiles work better, but I think it may take a change in philosophy to make them work properly....I'll try to get off my ass today and work on some numbers.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders
2956
|
Posted - 2015.03.06 22:34:00 -
[384] - Quote
Derpty Derp wrote:CELESTA AUNGM wrote:"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed. The majority of players can't pilot an ads for peanuts, but that hasn't stopped balance being based around those who can use them. I've always seen the jumpyness of the small turrets as a problem by itself, which this will not solve... This will leave it just as difficult to hit something while moving, while everyone complains about the drivers who position well and slow down to let them shoot... Followed by a nerf. I could be wrong though... Time will likely tell.
The fact that it can't hit anything due to a ******** dispersion is why you can't hit anything while moving.....
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7575
|
Posted - 2015.03.06 22:50:00 -
[385] - Quote
Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons.
If heavy turn speed is lowered I GUARANTEE you will see a mass return of heavy light weapons.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
|
Posted - 2015.03.06 22:50:00 -
[386] - Quote
Raffael-Puma Austria wrote:Breakin Stbuff wrote:are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc. But the assault hmg isn't suppose to win against other hmgs at cqc. Its supposed to be more effective at long range but loses at cqc compared with the normal hmg Also, CCP Rattati, can we please get you to weigh in a little for this guy, he went through quite a bit of effort to get his point made in English even though its obviously not his native language
Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that
Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
|
Posted - 2015.03.06 23:01:00 -
[387] - Quote
Funkmaster Whale wrote: IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
IMO the profiles should be defined differently. Can we see something like:
LaserGåÆEM ExplosiveGåÆExplosive RailGåÆKinetic PlasmaGåÆThermal ProjectileGåÆ80% Kinetic, 20% explosive
It isn't perfect, but its a fair start to lay the foundation for separating ammo and guns. In the meantime, swarm rockets could be changed to kinetic(now called rail) damage profile and the animation have some lightning instead of an explosion when it hits. This would slightly alter its usefulness as conpared to now by making it a hybrid weapon(a graviton rocket, as swarms should be if theyre caldari with no option to load a different type of rocket) I would like to stress however that EM rockets, thermal rockets, and explosive rockets should exist, but they should be amarr, gally, and min rockets that can be loaded into a swarm launcher. Until then I feel for lore and calmando reasons it needs to be kinetic
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
164
|
Posted - 2015.03.06 23:07:00 -
[388] - Quote
Saxonmish called, he wants his Vayu back.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7575
|
Posted - 2015.03.06 23:11:00 -
[389] - Quote
Greiv Rabbah wrote:Raffael-Puma Austria wrote:Breakin Stbuff wrote:are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc. But the assault hmg isn't suppose to win against other hmgs at cqc. Its supposed to be more effective at long range but loses at cqc compared with the normal hmg Also, CCP Rattati, can we please get you to weigh in a little for this guy, he went through quite a bit of effort to get his point made in English even though its obviously not his native language Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE! the turn speed thing was removed in closed beta before minjas existed.
There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass.
AV
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Sequal's Back
Dead Man's Game RUST415
361
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Posted - 2015.03.06 23:21:00 -
[390] - Quote
When do you plan to release it? Before the end of March?
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2503
|
Posted - 2015.03.06 23:40:00 -
[391] - Quote
Funkmaster Whale wrote: IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
Better...
Lazor = +20/-20 Scrambler = +15/-15 Blaster = +10/-10
Rail = -10/+10 Projectile = -15/+15 Explosive = -20/+20
Home at Last <3
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
|
Posted - 2015.03.06 23:43:00 -
[392] - Quote
CCP Rattati wrote:Heavy Attack Vehicles Our primary task was threefold; 1) make the GÇÿMadrugarGÇÖ viable, 2) add progression to HAVs to reward skill point investment, and 3) not break the game while doing it. We are not exaggerating when we say that this initiative has been the longest and most discussed topic in years. That said, we are really happy with the process, especially with our first time of using a community developed web tool to theorycraft and test the designs before implementation. Overall, we think we have accomplished 1) and 2), and we will see about 3) once the changes are live. It will take some time to see about 3). It would take less if OMS was given its queue back, to rewards pilots and av for not quitting after 1.7 happened. It will take much longer since pilots are being punished by forcing them out of a second game mode (that makes half the types of game modes, 2/4) It may take much much much longer, as marginalizing pilots to the point of only allowing them to play half the game will likely cause many of them to quit. And this is sad because they don't want to quit. They've been waiting on their vehicles to be reintroduced. How are you going to get them to believe their vehicles are being reintroduced when you're forcing pilots out of 2 game modes per year. At the rate we're going, by next fan fest there will be no more vehicles in dust. Is that the message you're wanting to send to the only class in the game that doesn't even have a drop suit? That next year they'll most likely be kicked out of the game altogether? Beware the nerfvalanche rattati, its pretty much never a good idea to take out things devs have worked hard to put in
Sebiestor scout, MTAC pilot, Merc w/ a face
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Aeon Amadi
Chimera Core
8925
|
Posted - 2015.03.06 23:48:00 -
[393] - Quote
Imp Smash wrote:Scouts will be making a comeback
AHAHAHA - IS FUNNY BECAUSE HE SAYS SCOUTS WILL BE MAKING A COMEBACK, IMPLYING THAT THEY EVER LEFT - AHAHAHA
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
|
Posted - 2015.03.06 23:48:00 -
[394] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE!
the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass. Heavies overall still had a reduced turn speed compared to scouts up until uprising 1.5, and it was loverly
Sebiestor scout, MTAC pilot, Merc w/ a face
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IAmDuncanIdaho II
Nos Nothi
1546
|
Posted - 2015.03.06 23:48:00 -
[395] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE! the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass.
Can't speak for closed beta as I wasn't around but the turn speed for heavy frames was removed in 1.4 (Aug 2013) because of scouts dancing around them. Me Minja included.
https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968
CCP Logibro wrote: Movement
* Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
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Imp Smash
Molon Labe. General Tso's Alliance
729
|
Posted - 2015.03.06 23:52:00 -
[396] - Quote
Ok. 5 pages to catch up on. I don't know how you guys spend so much time on the forums :/ To be completed in edits...
Area Denial: Anytime anyone says anything "should be" a certain way -- |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
|
Posted - 2015.03.07 00:04:00 -
[397] - Quote
IAmDuncanIdaho II wrote:Breakin Stuff wrote:Greiv Rabbah wrote: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE!
the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass. Can't speak for closed beta as I wasn't around but the turn speed for heavy frames was removed in 1.4 (Aug 2013) because of scouts dancing around them. Me Minja included. https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968CCP Logibro wrote: Movement
* Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
Damn i woulda swore it was 1.4 Good on ya bro
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
166
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Posted - 2015.03.07 00:19:00 -
[398] - Quote
Imp Smash wrote:Ok. 5 pages to catch up on. I don't know how you guys spend so much time on the forums :/ To be completed in edits... Area Denial: Anytime anyone says anything "should be" a certain way -- Breakin Stuff wrote:Imp, area denial for a sentinel should be, It is very hard to take anything seriously. Not because they are necessarily wrong or that there isn't some reasonable rationale in there -- but that the source of their arguments is how they 'want' it. Requests are for when you want something a certain way. Arguments for change at the expense of others opinions should, as a general rule, avoid that. Now that that is out of the way: that is one way area denial for sentinels could work yes. In fact, I was under the impression that this was how the assault HMG was supposed to work. But, as I have mentioned before in many other threads (and have not had anyone actually able to argue against it) that will only be an option in very limited situations. Situations that are not common on most matches - because remember, heavies can't move easily. They can't run around the battlefield chasing down an area to start denying at a reasonable reactive speed. So they often will (as they do now) stay put. Worse yet, there is no profit for the heavy. Low to non existent WP (and therefore ISK/SP) in the majority of situations as people will just avoid them, flank them and farm them. Quite simply -- it makes the HMG heavy the least flexible suit in the game with the lowest WP generation. (Which it actually already is.) Barring certain very specific instances, no one will use the HMG. As I have said 1000 times, so much so that you and most everyone else has started parroting me, we will have light weapon wielding heavies. In CQC. The concept of a slow suit with a large hitbox means heavies will stay in CQC. This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We will have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) But this still all is a separate to the fact that this is how some people want heavies to be. A few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be.
You directly addressed what threw me off before about breakin's statement(when I was half asleep) but here you are saying don't say it should be his way bc it should be your way. That's not right either. This game is varied by design. The way it should actually should be is that there should be anti infantry heavy weapons at a variety of ranges, and yes the hmg is in too close if we starts talking flamethrowers, which should take the range slot of the current hmg and push the hmg out to more like the assault hmg range. The scramlance or heavy pulse or helghast bolt or that little sh*t Pokeys smexy focused beam or whatever you wanna call it should be longer than that. Can we all agree there?
Edit: we dont talk about light heavies because you said it. We talk about it because it used to be a real thing and we recall it. Breakin even did it today to troll the pubs or some such other reason. And point defense/squad meat shield largely is the sentinel role. As per any dictionary: sentinel- guard whose job is to stand and keep watch.
Also, some of us volunteer opinions, theorycraft, and discuss everything to death around these patches because we treat it like volunteer work. My field is game programming and I want to see this game be the best it can so I can afford to give up some of my time. I just hope y'all forgive me being half asleep for parts of it im pretty beat by the time I get home
Sebiestor scout, MTAC pilot, Merc w/ a face
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Imp Smash
Molon Labe. General Tso's Alliance
729
|
Posted - 2015.03.07 00:40:00 -
[399] - Quote
Part 2. Reserved.
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Imp Smash
Molon Labe. General Tso's Alliance
729
|
Posted - 2015.03.07 00:58:00 -
[400] - Quote
Deleted |
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DarthJT5
Random Gunz RISE of LEGION
293
|
Posted - 2015.03.07 01:00:00 -
[401] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there. So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO. Pretty much. Im glad Rattati is looking at making the Large Missiles work better, but I think it may take a change in philosophy to make them work properly....I'll try to get off my ass today and work on some numbers. To make it work, I think we need to deviate from the philosophy that Missile is supposed to be in between rails and blusters at everything. Rails = long range low DPS. Blaster = short range High DPS.
Missile on the other hand, is short to mid range Burst/Alpha DPS king, while being bad at sustained DPS unlike the other two. It will remain as the only turret able to take out a MLT or low HP tank within a few seconds, but will most likely lose a head on fight against a rail at long range or a blaster a close range.
All said and done, I'm waiting for your numbers and can't wait to critique them :D
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.07 01:38:00 -
[402] - Quote
Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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Bright Cloud
Namtar Elite Gallente Federation
840
|
Posted - 2015.03.07 01:49:00 -
[403] - Quote
The "assault HMG" will just work like a glorified breach assault rifle. That will be probs the most used HMG on heavys or they just go back and put a light weapon on cause after all nothing stops them to put a shotgun in their weapon slot.
Bright is the opposite of dark! Who would have thought of that?!
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KEROSIINI-TERO
The Rainbow Effect
1826
|
Posted - 2015.03.07 01:52:00 -
[404] - Quote
Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited.
Looking at both sides of the coin.
Even Aurum one.
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Harpyja
Legio DXIV
2336
|
Posted - 2015.03.07 02:03:00 -
[405] - Quote
Could someone inform me of the current large blaster/railgun heat cooldown times (non-overheated)? I want to do some damage over time graphical comparison of the proposed turrets.
Also if you could check if the current railgun fire interval is at 1.6 seconds with 1696 damage at proto (since ProtoFits never seemed to update them after they got nerfed a while back)
"By His light, and His will"- The Scriptures, 12:32
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Imp Smash
Molon Labe. General Tso's Alliance
729
|
Posted - 2015.03.07 02:10:00 -
[406] - Quote
Bright Cloud wrote:The "assault HMG" will just work like a glorified breach assault rifle. That will be probs the most used HMG on heavys or they just go back and put a light weapon on cause after all nothing stops them to put a shotgun in their weapon slot.
Ironically, heavies will be more able to use the shotgun. Problem with it was that a heavy was slow so you could backpeddle out of range while shooting them.
Now they will keep up!
KEROSIINI-TERO wrote: Increasing deployable equipment carried amount by THREE[/u] Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
I hadn't thought of that. Come to think of it, does the equipment change only affect uplinks? (which are getting an efficiency nerf) or does it affect nanohives too? Will we be able to carry 5 hives in a slot? Will they provide just as many nanites as before?
That will make mass drivers, lasers, grenades, forges and PLCs more...interesting shall we say? |
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CCP Rattati
C C P C C P Alliance
18149
|
Posted - 2015.03.07 02:14:00 -
[407] - Quote
KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited.
I am even considering a squad free ambush mode.
Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks.
On the other topics, we will see.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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lee corwood
Knights Of Ender RISE of LEGION
1194
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Posted - 2015.03.07 02:20:00 -
[408] - Quote
KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
I don't see how this 'dumbs' down the game. In ambush, its basically first to spawn a vehicle wins. The maps and encounter areas are way to small. If anything, they never had a place in that match type. And it was a huge mistake splitting Ambush and Ambush OMS and NOT splitting the option of which you select. Removal was a correct decision.
KEROSIINI-TERO wrote:
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
How will this increase nade spam? It's not a deployable equipment. Uplinks decrease by 50% makes the best hive only allow 10 blues per uplink. Hives were already **** poor even with the bonus. You're not likely to get more grenades based on this change.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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LOOKMOM NOHANDS
Warpoint Sharx
97
|
Posted - 2015.03.07 02:27:00 -
[409] - Quote
CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see.
I believe his point is that an assault suit will be able to fill itself up on grenades over and over again.
Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop.
The same principle applies to REs.
I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
|
Posted - 2015.03.07 02:39:00 -
[410] - Quote
CCP Rattati wrote:Cavani1EE7 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. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally
Yeah totally, because you don't have gallant suits named after you? Not to mention your Officer suit is Gallante.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 02:41:00 -
[411] - Quote
What the???
LAV's will have less HP than heavies? Bih wah?
Acquire Currency, Disregard Female Canis lupus familiaris
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
167
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Posted - 2015.03.07 02:44:00 -
[412] - Quote
Imp Smash wrote: the same rant... Plus: This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We would have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) No one has addressed the idea that map design predicates the current Heavy heavy combat doctrine. (at least not in opposition to my assertion. plenty of people agree with it.) No one has disagreed that different socket design and more open area hack points would limit heavy spam significantly. But this still all is a separate to the fact that this is how some people (especially you) want heavies to be. One of a few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be. Some of us think they should be point defense as opposed to area denial. Funny thing, the heavy as well as the only heavy AP weaponry is designed around that philosophy. So I'll stick with CCP on this one as opposed to arrogantly assuming I know better and/or have my opinion trump the game's designers... Hotfix Echo HMG Changes:I was not sure if the HMG applied its damage too far out. In fact, i felt it didn't and argued against it. That's because I never fired my HMG at anyone outside of 15 meters. For that I used a side arm. But on my assault suit I started seeing heavies gun me down from 30+ out. Even then it was only 10ths of a second slower than it was when I stumbled on one close. Then I changed my tune and realized, yes HMGs have too much range for that much DPS. I am still starting to rethink dispersion patterns because of it. So happy about the range nerf for now. There was also a damage nerf (more than 10%) on HMGs as well (except for the Assault HMG.) I think premature, but ok, let's try it out. Greiv Rabbah wrote:You make a number of points that warrant discussion, but I'd like to point out that in cqc, the hmg is practically king(as of last time I played sentinel. Its a cone of death. Pulling the hmg from cqc to short-mid is fine if flamethrower. Also, sentinels still nk-stab harder than anyone, you can't take them out of cqc. Why would you want to? Sentinels are defenders. They need to be able to defend their party at close range too. The only thing that should really be killing a sentinel at cqc range consistently is either flanking squaddies or a well hidden scout creeping up for a stealth kill.
The HMG is essentially a flame thrower yes. The Sentinel is 'currently' the king of CQC yes. There is nothing wrong with that by itself. The problem is, heavies can stay in CQC and be relevant to the objective in Skirm, Dom, FW, and PC at ALMOST EVERY HACK POINT. There is CQC everywhere. HMG heavies have 2 large weaknesses: slow and short ranged. Meaning: can't control range -- every other suit gets to decide the range -- and can't shoot outside of its range. Since there is CQC by the points everywhere maps currently mean that heavies can eliminate their single 2 biggest weaknesses. Heavies are super easy to kill outside of CQC. Just move away from them and pin them behind whatever cover they have while they get flanked, or, if they have no cover, kill them as they can't shoot you. If there was open ground access to most points, or if more points were completely out in the open then sentinels would not be defending them. This issue with heavies being the kings of CQC would be changed significantly with different map design.
I'm not talking about "essentially a flame thrower" I'm talking about how bad it is that right now a light blaster outdistances a heavy firearm for no reason other than that there is no heavy blaster. I propose a flamethrower. I'm saying if we want heavies to be viable at different ranges(and we do) then we need to expand their weapon choices without needing to downgrade their weapon class. Weaker but faster weapons are all good for players that can't carry weapons that big, but players that can need options. And no, sentinels don't stay mostly in one place because they're limited on weapons, in fact they have the broadest range of weapons available to them and that's perfect. Any weapon you like but no magic(equipment). Its good. However, its bad that the weapons to make them flexible arent there. Back on topic, the reason sentinels stay in one place and guard it is because that is exactly what a sentinel is. If you don'tbelieve me get a dictionary yourself.
The argument that we need different maps to make ssentinels viable at crying ranges is absurd. If you couldnt cover the letter from a distance, then how can snipers train on any letter objective in the entire game? Its because every letter on every map can be covered from a distance.
Im not trying to be rude when i say this, but you gotta stop complaining so much and use your brain. Tactics are important to consider because they make or break the game. Far too many people do tye heavy QQ because they cant or wont adapt and find creative solutions. Sents can use every weapon in the game but arent flexible enough? Bad that sentinels in your experience fulfill their role and do little else? No I don't think so but I feel they need heavy weapons. Start with a flamethrower and some laser and build from there until we have 4 heavy weapons for personnel and 4 for av
Edit: yes a heavy is king of cqc, and that is a problem. A sneaky ninja will get torn up by an invincible sentinel at close range and thats an issue that breaks the minjas role as a melee focused assassin
Sebiestor scout, MTAC pilot, Merc w/ a face
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DRT 99
Commando Perkone Caldari State
196
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Posted - 2015.03.07 02:48:00 -
[413] - Quote
@Ratatti Considering the reduction in uplink spawns per unit, would it be possible to undo the previous nerf to uplink spawn time? 15 second spawns arent fun for anyone (less time spent shooting while waiting to respawn, less people spawned so less targets to shoot...) |
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CCP Rattati
C C P C C P Alliance
18150
|
Posted - 2015.03.07 02:50:00 -
[414] - Quote
Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! I can promise you we will monitor these numbers carefully, and I am pretty sure I haven't destroyed the game .
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
18150
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Posted - 2015.03.07 02:56:00 -
[415] - Quote
LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is.
I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 02:58:00 -
[416] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him. Yeah, I liked the nanohive change, now I will use them right when I'm low on ammo, and not wait til I'm at a certain position.
Molestia approved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7584
|
Posted - 2015.03.07 03:01:00 -
[417] - Quote
Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles.
Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun.
TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good.
What we get needs to be tested thoroughly by shooting people.
AV
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 03:07:00 -
[418] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Yeah. finally I'll have a longer range HMG, I can use cover better with my cal sent...here's hoping the hotfix comex tnis tuesday.
Molestia approved
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CCP Rattati
C C P C C P Alliance
18152
|
Posted - 2015.03.07 03:18:00 -
[419] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people.
Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kain Spero
Negative-Feedback.
4671
|
Posted - 2015.03.07 03:48:00 -
[420] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
Will the heat build up be changed because if I recall heat builds up per second and not per shot which if the old heat is used could mess up this new version of the assault HMG.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Cat Merc
Negative-Feedback. Negative-Feedback
15417
|
Posted - 2015.03.07 04:11:00 -
[421] - Quote
Rattati, will a double myo stim Gal Assault be able to jump on a supply depot?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2507
|
Posted - 2015.03.07 04:24:00 -
[422] - Quote
Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot?
No. I doubt it.
Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump.
Home at Last <3
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
435
|
Posted - 2015.03.07 04:41:00 -
[423] - Quote
GǪSo this if finally Hotfix ECHO, huh...
I see a lot of good attempts to help some (presumed ignored) items get some interesting traction here:
an HMG variant that can threaten vehicles, while the other variants are toned down a bit;
small blaster turret dps being more focused to create the threat that we should expect of it;
equipment being granted 'extra carry status' as the device that promotes Dust's "Win-by-Controlling-Map-Access" attitude, rather than the traditional "just try to kill everyone you see" mindset of those other fps games;
the decision to make an HAV progression/variant path that almost says "you can play autonomous player if you want, but if you want to skill into the more elaborate HAVs you're going to HAVE to have room in your vehicle for teammates" (I think this is another innovative decision Dust has made in the name of true "co-op" gameplay---Kudos, CCP).
If stuff like this is what CCP produces when they work with "more silence" about what they are doing,GǪ I hope they make lots more stuff using this method.
"Echo" seems like an update based more on an insight into our BEHAVIOR in the matches, rather than strictly on raw numbers and player-demandsGǪ and I think it's going to be a SUPERIOR success because of it.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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DRT 99
Commando Perkone Caldari State
200
|
Posted - 2015.03.07 05:10:00 -
[424] - Quote
CCP Rattati wrote:Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves. Theres no information on the spreadsheet regarding heat buildup as of the last time i checked. Not sure if this is an oversight or if the stats arent ready yet. If they arent ready yet - please consider the fact that these will have to do ALOT of damage before overheat in order to do anything meaningful to vehicles.
EDIT: Also, i believe the PG and CPU columns on the basic medium frames is mixed up, unless there are suits intended to have ~350 PG and ~60 CPU. |
Kain Spero
Negative-Feedback.
4671
|
Posted - 2015.03.07 05:33:00 -
[425] - Quote
CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot .
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Harpyja
Legio DXIV
2336
|
Posted - 2015.03.07 05:56:00 -
[426] - Quote
Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them
"By His light, and His will"- The Scriptures, 12:32
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WeapondigitX V7
The Exemplars RISE of LEGION
243
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Posted - 2015.03.07 06:14:00 -
[427] - Quote
CCP Rattati
Please make sure that the Burst HMG and regular HMG do more total damage per overheat compared to the rifles, otherwise the HMGs would be seen as obsolete again. Im not sure if you decreased the heat cost on HMGs, but please do so, I did hear that you are reducing the DPS though.
Also I hope you reduced the heat cost on the assault HMG to make it more viable against heavy suits (higher damage per overheat so that a rifles damage per clip does not overshadow it).
As a small suggestion, I would suggest giving the assault HMG a spool up time of roughly 4-5 seconds so that it can have more advantages in other areas such as higher range and accuracy and roughly the same amount of infantry DPS and damage per overheat as other HMGs but be crap in extreme CQC (5-15m ranges ). This would also allow it to have good mid range area denial if sentinels ambush players at mid range with the assault HMG (roughly 25m - 40m).
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 06:46:00 -
[428] - Quote
WeapondigitX V7 wrote:CCP Rattati
Please make sure that the Burst HMG and regular HMG do more total damage per overheat compared to the rifles, otherwise the HMGs would be seen as obsolete again. Im not sure if you decreased the heat cost on HMGs, but please do so, I did hear that you are reducing the DPS though.
Also I hope you reduced the heat cost on the assault HMG to make it more viable against heavy suits (higher damage per overheat so that a rifles damage per clip does not overshadow it).
As a small suggestion, I would suggest giving the assault HMG a spool up time of roughly 4-5 seconds so that it can have more advantages in other areas such as higher range and accuracy and roughly the same amount of infantry DPS and damage per overheat as other HMGs but be crap in extreme CQC (5-15m ranges ). This would also allow it to have good mid range area denial if sentinels ambush players at mid range with the assault HMG (roughly 25m - 40m).
If it had spool up, max would be 2 seconds, otherwise you'd always lose cqc, which would be ridiculous.
Molestia approved
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Kain Spero
Negative-Feedback.
4672
|
Posted - 2015.03.07 07:19:00 -
[429] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them
Yeah, I was thinking about that as well.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Kuruld Sengar
Demonite's Legion
245
|
Posted - 2015.03.07 08:12:00 -
[430] - Quote
Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Myo has no stacking penalty, so min assault and cal assault should jump higher because of the extra high slots? |
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
168
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Posted - 2015.03.07 08:23:00 -
[431] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
More REs will help to combat the problem with lag causing them not to stick until after a tank has driven away, and also make tank hunting a little more viable. Given the new tanks and modules I think this could turn out great. Thank you for ignoring the nade panic. People don't seem to realize that nades already eat hives thanks to previous nerfs and are pretty underpowered. I think if players decide to do the hive+nades combo they'll see how weak and predictable grenades are overall and it will be a fad toy that disappears from ppls fits after a couple weeks to make room for other equipment. Unless some logi/scout wants to carry a couple hives and some core locus grenades and see how quick they go broke. Fine by me.
I really hope you will reconsider about oms. The only issue infantry had with it was being forced to play it while they were trying to avoid vehicles, and that's because av QQ was popular. I feel that if one class can cry and get an entire other class removed from a game mode, why not allow it in other cases? Since all I'm supposed to do on skirmish (according to everyone) is hack, why not remove assaults from skirmish? They cause scouts hell with all that shooting from clear across a field while I'm trying to hack.
Maybe you can see from my statement how its a little absurd to remove vehicles/pilots from ambush. Perhaps having prefitted vehicles already on the ambush maps at various points would alleviate the infantry woes without straight up excluding a class from a mode. But infantry wouldn't even care about oms except that CCP started calling it ambush oms and merged it with the ambush queue; why? Letting foot soldiers pick ambush and pilots/av pick oms iisn't bad at all and deals with concerns on both sides. Oms could even be made better by allowing players to oms player owned turrets as well as vehicles. The turrets themselves are in the market, how hard would it be to sell a small/large turret base with a couple customization slots? I'd like to see this. I think everyone else too. But I think acknowledging oms as a separate mode from ambush would be muchbetter than removing it
Sebiestor scout, MTAC pilot, Merc w/ a face
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Sequal's Back
Dead Man's Game RUST415
362
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Posted - 2015.03.07 08:24:00 -
[432] - Quote
Sequal's Back wrote:When do you plan to release it? Before the end of March? ?
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
168
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Posted - 2015.03.07 08:26:00 -
[433] - Quote
Kuruld Sengar wrote:Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Myo has no stacking penalty, so min assault and cal assault should jump higher because of the extra high slots? Calscout should be able to jump higher bc slots. I think that post was in error, the numbers should disagree i would imagine
Sebiestor scout, MTAC pilot, Merc w/ a face
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GLOBAL RAGE
Consolidated Dust
109
|
Posted - 2015.03.07 08:56:00 -
[434] - Quote
JUMP514 |
THUNDERGROOVE
Fatal Absolution Negative-Feedback
1593
|
Posted - 2015.03.07 09:26:00 -
[435] - Quote
'Marr assault with 3 complex myofibs and ferro plates. Mmmmm
Our lives are nothing but a means to an end.
AIV member.
21 day EVE trial.
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 09:34:00 -
[436] - Quote
THUNDERGROOVE wrote:'Marr assault with 3 complex myofibs and ferro plates. Mmmmm I'm tempted to spec into myofibs now.
Molestia approved
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1594
|
Posted - 2015.03.07 09:35:00 -
[437] - Quote
duster 35000 wrote:THUNDERGROOVE wrote:'Marr assault with 3 complex myofibs and ferro plates. Mmmmm I'm tempted to spec into myofibs now. Shhh it'll be over soon. *Pew pew pew* *Flaylock flaylock flaylock*
Our lives are nothing but a means to an end.
AIV member.
21 day EVE trial.
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WeapondigitX V7
The Exemplars RISE of LEGION
246
|
Posted - 2015.03.07 09:42:00 -
[438] - Quote
higher Jumping will just create longer time spans where your velocity is not rapidly changing. If you practice (while no one is using your internet in your house to reduce lag and hit detection issues) you will see that you can hit them easier at 10m engagements. Jumping would only work in shotgun ranges.
Myrobfibs look like they could be used to dodge shotgun rounds. lol. (5m engagements)
Im already specced into myrofibs. |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1362
|
Posted - 2015.03.07 10:22:00 -
[439] - Quote
KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair.
Please support fair play!
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duster 35000
Algintal Core Gallente Federation
355
|
Posted - 2015.03.07 11:31:00 -
[440] - Quote
THUNDERGROOVE wrote:duster 35000 wrote:THUNDERGROOVE wrote:'Marr assault with 3 complex myofibs and ferro plates. Mmmmm I'm tempted to spec into myofibs now. Shhh it'll be over soon. *Pew pew pew* *Flaylock flaylock flaylock* I'd say jumping mass driver, but we all know its crappy dps, unless it's a scout.
Molestia approved
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KEROSIINI-TERO
The Rainbow Effect
1827
|
Posted - 2015.03.07 11:58:00 -
[441] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote: I am even considering a squad free ambush mode.
Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks.
On the other topics, we will see.
I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
Of course grenades are not deployable equipment! While nanohives are not.
I'll elaborate my point: Grenades are now in a good point, after the said nerf (of increasing their resupply cost at nanohives). But before the nerf forums threads about nade spam were abundant.
Giving +3 hives effectively counters the nerf, at least to a good part.
Even now there have been some nade QQ threads, where I've been defending the skilled nade use (trick nades and cooking). But on all those threads, people's biggest concern is the nade spam - not the other things.
Now for some mathematics:
- A single tossed-away nade takes 5s to detonate. (Easy to evade)
- A single cooked nade takes 5s to detonate as well. (Can be instagib)
- Two nades tossed-away still take 5s for first detonation. Second follows in 1 second. (No real concern there, just two explosions)
- Single hive enables about 6 nades tossed away. After the initial wait of 5 secs, the explosions 2. and 3. come in intervals of 1s. 4-6. with interval of 2 seconds.
On the whole six explosions within eight seconds. Instatossing, or spamming, effectively increase grenade dps: the 5 seconds wait between nades does not happen. (Harder to evade several targets. Also high HP targets in jeopardy. Very effective in objective or other crowded area control).
- Double hive enable about 10 nades. This time all explosions 1 thru 10 happen within 1s of each other (that is because double hive cancels the resupply delay of two seconds; the hives alternate in nade resupply). The end result: Grenade dps even higher. (even better barrage than above)
On the current meta: Gauged nanohives are slayers hive of choice, it fitting allows. Not because you can have more active but the fourth hive. But even with gauged hives, it's rarely been practical to create double hives as that's too much of your reserves. AV nades currently need a hive to be something other than a auxiliary AV damage source.
A bonus points how proposed change would turn out: Compact nanohive would gain +300% amount boost... Imagine! Minimal fitting cost, four hives! New hive of choice for non-nade users! Triage hives would become more practical, they need more indeed.
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1827
|
Posted - 2015.03.07 12:04:00 -
[442] - Quote
An idea: For OMS, remove the pimped up (modified) tank fits. Allow only prefitted HAVs! Like the loadouts of dropsuits. They are not op for sure!
One problem might be that there are no isk versions AFAIK.
Looking at both sides of the coin.
Even Aurum one.
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voidfaction
Nos Nothi
1265
|
Posted - 2015.03.07 12:10:00 -
[443] - Quote
KEROSIINI-TERO wrote:An idea: For OMS, remove the pimped up (modified) tank fits. Allow only prefitted HAVs! Like the loadouts of dropsuits. They are not op for sure!
One problem might be that there are no isk versions AFAIK. Removed all vehicles is so so much better though. One of the biggest reason I did not play Ambush, Now if they could only put the smart into smart deploy and meta lockout so it not a proto stomp it just might be fun.
noi¦Ü+ö+Æßû+(V)Faction
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KEROSIINI-TERO
The Rainbow Effect
1827
|
Posted - 2015.03.07 12:41:00 -
[444] - Quote
John Psi wrote:KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair.
Despair argument can be used on fighting other infantry as well. Remember protostomp threads?
Looking at both sides of the coin.
Even Aurum one.
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IAmDuncanIdaho II
Nos Nothi
1552
|
Posted - 2015.03.07 13:07:00 -
[445] - Quote
Imp Smash wrote:Fair enough . Let me rephrase. The Forums flaming and Anti-Scout posts will be making a comeback.
AHAHAHA - IS FUNNY BECAUSE HE SAYS FORUMS FLAMING AND ANTI-SCOUT POSTS WILL BE MAKING A COMEBACK, IMPLYING THAT THEY EVER LEFT - AHAHAHA |
Baal Omniscient
Qualified Scrub
2187
|
Posted - 2015.03.07 13:42:00 -
[446] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them It would also mean AV players would have to resupply at them, making supply depots an even bigger 'kkill at the start of the match' target. No, afraid grenades need to stay resupplyable from hives
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Bright Cloud
Namtar Elite Gallente Federation
840
|
Posted - 2015.03.07 14:22:00 -
[447] - Quote
Inb4 i see cal. assaults jumping up top a rooftop with 5 myo's and massdrivers.
Bright is the opposite of dark! Who would have thought of that?!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7588
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Posted - 2015.03.07 14:42:00 -
[448] - Quote
KEROSIINI-TERO wrote:John Psi wrote:KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair. Despair argument can be used on fighting other infantry as well. Remember protostomp threads? realistically does anyone think people will spec OUT of AV?
My bet is no
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7588
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Posted - 2015.03.07 14:57:00 -
[449] - Quote
Hey Rattati just so I'm not misunderstanding the numbers. Is the range listing in the hotfix 60ish meters for optimal or for effective on the assault?
AV
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 15:00:00 -
[450] - Quote
Bright Cloud wrote:Inb4 i see cal. assaults jumping up top a rooftop with 5 myo's and massdrivers. You crack me up, assuming they will kill with MD'rs, now you can easily run and jump out of the way.
Molestia approved
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The-Errorist
1081
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Posted - 2015.03.07 15:38:00 -
[451] - Quote
CCP Rattati, why don't you want to give basic medium frames 2 total equipment slots so they'll truly be generalists that the logistics and assaults branched out from?
Suits, Tanks, a mode
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Genral69 death
Random Gunz RISE of LEGION
91
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Posted - 2015.03.07 15:44:00 -
[452] - Quote
Why not give them the same slot as the assault. They don't have any bonous to the suit its self so therefore it seems pointless to use them. The different slot less hp. Why not give them a bonus of some kind? |
Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.07 15:56:00 -
[453] - Quote
I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2520
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Posted - 2015.03.07 17:13:00 -
[454] - Quote
Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets.
That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really.
Home at Last <3
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
171
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Posted - 2015.03.07 17:25:00 -
[455] - Quote
Breakin Stuff wrote:KEROSIINI-TERO wrote:John Psi wrote:KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair. Despair argument can be used on fighting other infantry as well. Remember protostomp threads? realistically does anyone think people will spec OUT of AV? My bet is no Many pilots I know that didn't quit specced out of vehicles after the vehicles were removed from the game. Making the pilot role more excluded will almost certainly cause some despeccing or biomassing
Sebiestor scout, MTAC pilot, Merc w/ a face
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Cat Merc
Negative-Feedback. Negative-Feedback
15421
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Posted - 2015.03.07 17:34:00 -
[456] - Quote
Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Actually they're slightly shorter than the boxes Ratatouille refers to, and considering stacking penalties, it could be feasible.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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lee corwood
Knights Of Ender RISE of LEGION
1209
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Posted - 2015.03.07 17:41:00 -
[457] - Quote
Cat Merc wrote:Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Actually they're slightly shorter than the boxes Ratatouille refers to, and considering stacking penalties, it could be feasible.
Before we go that far can we get that frustrating crane thing removed from right by the supply depot on the Ashland map at G8. The number of times a teammate or msyelf got our heads stuck on that thing...
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
171
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Posted - 2015.03.07 18:11:00 -
[458] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them wait, your reasoning for further nerfing them is because previous nerfs had unwanted consequences for you? PLEASE GOD NO. yall wanted explosives nerfed, resupply nerf was one of the many nerfs yall got for em. the answer is to stop the nerfvalanche not worsen it remotes and grenades are so expensive to resupply that theres nothing wrong with sacrificing the other equip slot to do it. i'm gonna start spamming, and keep spamming forever if this absurdity doesnt make a u-turn pretty quick. yall think you hate explosives? when i start running a core flaylock boundless mass driver core locus boundless remoteX2 fit yall are gonna really hate explosives. i'm seriously this close to building that fit and running it forever just to make a point
Sebiestor scout, MTAC pilot, Merc w/ a face
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2528
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Posted - 2015.03.07 18:19:00 -
[459] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." As far as it goes this change is welcome and rational, so well done.
But wrt basic frames we're not quite there imo: the level-based basic frame skills should be part of what make scouts light, assaults/logis mediums and sents/commandos heavies. This would allow more role-based specialization for the specialist suits.
E.g. basic light frame skills should focus on mobility, basic med frame skills should focus on firefight competency, basic heavy frame skills should focus on tanking.
This would give us an opportunity to further refine and distinguish specialist suits without the need to resort to # of weapons slots or simple ehp buffs/nerfs as tools to define roles.
PSN: RationalSpark
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 19:07:00 -
[460] - Quote
Large Missiles are going to be useless. Not to mention that Armor hardeners were buffed to 1.7 levels of OPness where a hardened Madrugar with two reps was able to pretty much rep through AV.
The Missile turret requires much more SP investment than the other two turrets. I don't see why they shouldn't be good. That large missile nerf is unnecessary unless you are making them anti infantry. Armor tanks will be indestructible just as they were in 1.7 and gunnlogis are being turned into crap with the reduction of shield recharge rate to 2/3 of what it was.
What really annoys me is that Madrugars have native armor reps of 30 while gunnlogi has native armor rep of 10 which is 1/3 the native armor rep of Madrugar. Fine, but why does Gunnlogi have only 2x as much shield rechare?
Stop the nerf to missiles- you have buffed armor tanks enough.
The RoF should be reduced to a minimum of 300. 200 is wayyy to low. At this point, swarms will be better at killing armor tanks than those stupid missiles. Oh god rattati, do no not fully understand the consequences of the nerf you are doing. Missiles will be as useless against Armor tanks as Blasters.
Also, the railgun buff annoys me. Why do missiles and Railguns have the same clip size and same ammo but a railgun shot does 3-4x the damage of a missile? Where is the sense in this? In light weapons you were all about Damage per clip and damage per ammo, where has all that nonsense gone now? That is a complete unnecessary buff to railgun.
I believe you're just spitting stuff out without thought. Why reduce the ammunition on the Large Missile? Why even reduce the RoF while buffing the crap out of Armor hardeners?
This makes as much sense as nerfing the combat rifle while at the same time doubling the HP given by Armor plates. How will anyone kill armor suits?
Large missiles in the current state are only viable against armor tanks, now you are going to make them useless.
Again, you fail to fully understand the situation. I predicted with ADS and I predict it now. You are gonna turn a wonderful fun turret into a piece of junk just as you did the ADS.
Anyway- Armor hardener should be at 30% maximum, and large missile shouldn't be touche at all. Thanks again Rattati for destryoing and making another part of the game useless.
Acquire Currency, Disregard Female Canis lupus familiaris
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:09:00 -
[461] - Quote
let me begin with a thread on the discussion you wanted about backpedal https://forums.dust514.com/default.aspx?g=posts&t=195190&find=unread and finish with the thread you requested on heavy rebalancing. all our discussion so far on heavies can be brought over here if Frame would do so and kindly not kill me for blowing up this thread so bad https://forums.dust514.com/default.aspx?g=posts&m=2662581#post2662581
Sebiestor scout, MTAC pilot, Merc w/ a face
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Zaria Min Deir
0uter.Heaven
1214
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Posted - 2015.03.07 19:09:00 -
[462] - Quote
KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea.
On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff.
I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
|
Posted - 2015.03.07 19:13:00 -
[463] - Quote
Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into?
nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now
I have an issue to bring to light here: when people dont kill very often with the assault scrambler rifle very often, its broken and needs a buff... but when people dont kill very often with grenades because its a waste of PG/CPU and ISK to carry them, it takes a dev to convince people the "grenade spam" isnt bad enough to require a nerf?!?! seriously!?!?! something is veeerrryyy wrong here. Beware the #nerfvalanche. Tomorrow it could be you that gets killed by it
Sebiestor scout, MTAC pilot, Merc w/ a face
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Zaria Min Deir
0uter.Heaven
1214
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Posted - 2015.03.07 19:23:00 -
[464] - Quote
Greiv Rabbah wrote:Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into? nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless.
But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:32:00 -
[465] - Quote
voidfaction wrote:KEROSIINI-TERO wrote:An idea: For OMS, remove the pimped up (modified) tank fits. Allow only prefitted HAVs! Like the loadouts of dropsuits. They are not op for sure!
One problem might be that there are no isk versions AFAIK. Removed all vehicles is so so much better though. One of the biggest reason I did not play Ambush, Now if they could only put the smart into smart deploy and meta lockout so it not a proto stomp it just might be fun. Ambush is not OMS. That was a post launch thing that many of us hoped was temporary, but instead ppl complained about vehicles so vehicles got removed. then ppl complained about vehicles in ambush so ambush had vehicles removed(when instead they should have prefitted vehicles you can find, hack, and pilot; only pilot suits though) then ppl complained about still not having a vehicle free mode (because the queues were still merged, so you couldnt opt into or out of OMS) so now pilots are being kicked out of a second game mode, still no dropsuits, still no vehicles (the ones we have are basic variants kept in as placeholders)
heres an idea: since weapons are imbalanced, letgs remove all weapons except AR, swarms, shotgun, smg, sniper rifle, and scrambler pistol until the weapons are balanced, then put them back. lets remove all suits except AmSent, MinLogi, GalScout, and Calssault until dropsuits are balanced. meanwhile lets remove all modules except shield extenders and armor plates, and all equipment except nanite injectors to deal with spamming of anything. and lets remove all game modes except ambush
oh... nobody likes that idea? its exactly the same as what was done/is being done to vehicles. Beware the nerfvalanche. Beware. It will kill this game. not today, not tomorrow, but bit by bit... player by biomassing player, the nerfvalanche will be what truly kills dust. and the screaming masses crying "NERF!" are the cause.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 19:40:00 -
[466] - Quote
Zaria Min Deir wrote:Greiv Rabbah wrote:Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into? nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless. But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem. There's an easy fix here - make nade resupply:
A)slower
or
B)lowsest priority, armor/ammo being replenished first.
or both if necessary.
With these small changes we can give hives more value but still protect the game form nadespam.
PSN: RationalSpark
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:51:00 -
[467] - Quote
Zaria Min Deir wrote: No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless.
But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
no, nobody calls nades an exploit, but if you use them, its called spamming them. why? if someone dies to a grenade, it should be nerfed, why? its not whether theyre currently a HUGE problem, its the idea that using grenades IS a problem that i'm taking issue with. its a weapon. it costs SP to level up. and as long as people are resorting to throwing remotes, grenade spam isnt a real thing because clearly grenades arent a real thing. grenade spam DOESNT happen because it CANT happen. at most you can have 2 grenades, and they chew up nanohives to resupply. grenade usage is so severely gimped that standing on top of 2 nanohives it still isnt possible to be "spamming" them and out of the 2 you start with and what you get from those 2 hives, youll be lucky to kill 2 people. yes, making grenades easier to carry may make grenades a little more tempting. which may make them somewhere close to being a viable weapon. one that you still cant use without carrying around hives to resupply yourself constantly. name one non-explosive weapon that is broken thusly. there arent any. demolitions is so bad that people throw remotes instead of grenades and you dont understand that grenades are less than not a problem, their ineffectiveness due to repeated nerfs to explosives IS a problem. do yall not understand what i mean when i say "nerfvalanche" i'm not being cutesy, i'm trying to warn yall that all the tiny nerfs build up to massive game breaking issues
Sebiestor scout, MTAC pilot, Merc w/ a face
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m621 zma
318
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Posted - 2015.03.07 20:05:00 -
[468] - Quote
CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode.
Do it.
Remove premade squads.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 20:26:00 -
[469] - Quote
Baal Omniscient wrote:Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them It would also mean AV players would have to resupply at them, making supply depots an even bigger 'kkill at the start of the match' target. No, afraid grenades need to stay resupplyable from hives Edit: RE's can kiss my ass however. Agree. With what's obviously coming AV doesn't need another kick in the nuts. Grenade resupply needs to stay with hives, but we need to modify how hives handle grenade resupply.
PSN: RationalSpark
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Bright Cloud
Namtar Elite Gallente Federation
840
|
Posted - 2015.03.07 21:19:00 -
[470] - Quote
m621 zma wrote:
PS. If you remove vehicles from OMS, I don't know why you would, but if you do... Isn't Ambush OMS just going to be Ambush then?
Silly you OMS is there so blueberrys can hug large blaster turrets to be annoying.
Bright is the opposite of dark! Who would have thought of that?!
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.07 21:44:00 -
[471] - Quote
Fizzer XCIV wrote:Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets. That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really. allow me to rephrase that then. The problem of explosives being useless will be exasperated by the changes to these modules. That said, I'm all for a radius buff
One quick question though: will the modules effect only regular jumps, or will jumping while out of stamina be increased as well?
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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KEROSIINI-TERO
The Rainbow Effect
1827
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Posted - 2015.03.07 21:54:00 -
[472] - Quote
Zaria Min Deir wrote:This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
Oh yeah, well said.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1827
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Posted - 2015.03.07 21:57:00 -
[473] - Quote
There's an easy fix here - make nade resupply:
A)slower
or
B)lowsest priority, armor/ammo being replenished first.
or both if necessary.
With these small changes we can give hives more value but still protect the game form nadespam.[/quote]
That, Sir, is a fix to ALL. CCP, have a look at that!
fixes nade spam, and fixes ppl not getting their primary ammo! Having that in place, yeah go ahead and add more carry amount.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1827
|
Posted - 2015.03.07 22:02:00 -
[474] - Quote
Without browsing thru all the vid archives, uploaded a recent vid with very very scrubby positioning combined with nade spam. From 0:16 to 2:00.
http://youtu.be/MwDjc4RbaVI?t=16s
Please do realise that isn't the most lethal nade spam I've had there, only a mediocre one.
PS: Also, Pardon my poorly tossed nades and terrible habit of canceling my own reloads. Drunken handicaps...
Looking at both sides of the coin.
Even Aurum one.
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Baal Omniscient
Qualified Scrub
2188
|
Posted - 2015.03.07 22:03:00 -
[475] - Quote
Also... I would hav preferred instead of a damage buff the PLCs damage increased the further the round flew. Would make ranged shots more rewarding while encouraging people to use it for more than a single shot ranged Shotty with splash. Would also make it more effective against dropships if you can land the shot. I know lorewise it doesn't make sense, but it would make it soooo much more fun to use not that it isn't already a 'blast' (hur hur), but still.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.07 23:24:00 -
[476] - Quote
CCP Rattati wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! I can promise you we will monitor these numbers carefully, and I am pretty sure I haven't destroyed the game . I only have problems with my commando or logi against havys, but havy vs havy is a time intensive fight, if the two havys have an good logi (republic boundless repair in a minmatar logi) , i don't want a very OP havy, but when i play PRO gallente sentinel i have big problems against scouts and can't defend the mission point good, because they are faster as my hmg shoots for now (minmatar) if you set turn speed to 3000 and by breach (for now only alex's modified zx-030) to 1500spm you can reduce the damage, but if the damage will be reduced and spm not higher the sentinels will be for Storm.Fighters unnecessary and we take gallente commandos with 945hp amorr and fully skilled shotgun, this will be the OP suite in cqc and also at the open field in 5m, when Mr. Mk.0 Assault want to make me angry!
So please don't change it, or make it better, because much sentinels who love much hp suites will take the commandos than! (I think so, it don't had to be so)
Please answer me what you think about a faster hmg, Rattati !!! (If you think this is a good idea please test this before a launch! We don't need a secound OP time like burst hmg change from 4000 to 6000smp)
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.07 23:36:00 -
[477] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves. Ok, but you have to test the gameplay with this clip size before launch! I think the max. Ammo should be the old, because i think this is a wappon for Caldari and Minmatar havys, or do you want to give sentinels an equipment slot for nanohives?, but then they can kill you with remote explosives
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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PLAYSTTION
Corrosive Synergy RISE of LEGION
634
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Posted - 2015.03.08 00:50:00 -
[478] - Quote
WHAT ARE YOU DOING TO LAVS!?!?!?!?! MY ADVANCED MIN ASSAULT CAN HAVE MORE THEN THE CAL LAV!?!?!?! HEAVIES CAN HAVE MORE HP THEN THE GAL ONE!!?!?!?!?
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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Kain Spero
Negative-Feedback.
4678
|
Posted - 2015.03.08 00:58:00 -
[479] - Quote
PLAYSTTION wrote:WHAT ARE YOU DOING TO LAVS!?!?!?!?! MY ADVANCED MIN ASSAULT CAN HAVE MORE THEN THE CAL LAV!?!?!?! HEAVIES CAN HAVE MORE HP THEN THE GAL ONE!!?!?!?!?
If you don't fit them.... yeah.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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KA24DERT
TeamPlayers Negative-Feedback
1099
|
Posted - 2015.03.08 01:32:00 -
[480] - Quote
Tell me again why melee fits, who are usually faster than most drop suit fits, need a speed advantage against people who have CAUGHT THEM trying to melee?
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Dylan Meisinger
ROGUE RELICS
4
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Posted - 2015.03.08 02:00:00 -
[481] - Quote
Why not fix the rendering on the caldari heavies while your at ?
It takes skill points to run proto , not skill.
[up the punx]
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7593
|
Posted - 2015.03.08 02:08:00 -
[482] - Quote
KA24DERT wrote:Tell me again why melee fits, who are usually faster than most drop suit fits, need a speed advantage against people who have CAUGHT THEM trying to melee? It's not the melee fit that's getting the advantage.
It's so I can hit you again for another 150 HP once I whack you for getting too close instead of you backpedaling out of reach.
AV
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Bright Cloud
Namtar Elite Gallente Federation
841
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Posted - 2015.03.08 02:31:00 -
[483] - Quote
I would like to know if you could finally fix the mobile CRU bug. Cause that was supposed to be fixed since the last patch.
Bright is the opposite of dark! Who would have thought of that?!
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DUST Fiend
15956
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Posted - 2015.03.08 04:52:00 -
[484] - Quote
Bright Cloud wrote:I would like to know if you could finally fix the mobile CRU bug. Cause that was supposed to be fixed since the last patch. In before "what bug?"
Contests, Sales, Writing etc
Fly Safe
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GLOBAL RAGE
Consolidated Dust
115
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Posted - 2015.03.08 05:33:00 -
[485] - Quote
KA24DERT wrote:Tell me again why melee fits, who are usually faster than most drop suit fits, need a speed advantage against people who have CAUGHT THEM trying to melee?
It's not about melee. It's about jumping around with myofib, a plc, the minass, and those people who are quick enough to back peddal out of the blast area.
The hidden buff is to SG/NK scouts!
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22523
|
Posted - 2015.03.08 11:02:00 -
[486] - Quote
That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role.
Gallente Guide
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LudiKure ninda
Dead Man's Game RUST415
227
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Posted - 2015.03.08 13:00:00 -
[487] - Quote
Nice Cant wait to try out that AHMG,and tanks :D
Best patch ever, +100 ccp
It would be even better if you tell us the date of patch deployment
( -í° -£-û -í°)
Send your isk here!
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CCP Rattati
C C P C C P Alliance
18216
|
Posted - 2015.03.08 13:24:00 -
[488] - Quote
Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role.
I don't think so, can you demonstrate with numbers please :)
Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel
all at max skills.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22526
|
Posted - 2015.03.08 14:29:00 -
[489] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills.
Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage.
Summary at the bottom.
Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds.
1870/2.7 = 692 DPS
Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills.
I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now.
1373 damage per 2.05 seconds means 669 DPS.
Top AHMG sentinel:
The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase.
The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS
Let's add the forge gun to this list.
Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS.
Summary:
So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS
Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then.
Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%.
My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry.
No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds.
EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably.
Gallente Guide
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CCP Rattati
C C P C C P Alliance
18217
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Posted - 2015.03.08 14:36:00 -
[490] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds.
Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Doc DDD
TeamPlayers Negative-Feedback
378
|
Posted - 2015.03.08 14:37:00 -
[491] - Quote
Too many heavies in PC? That's ok were going to buff the hmg to do nearly as much damage as swarms to tanks, should take care of that.
So much redline sniping in Echo. |
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22527
|
Posted - 2015.03.08 14:44:00 -
[492] - Quote
CCP Rattati wrote:[ Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
Unless I miss my mark, the swarm isn't the highest DPS AV weapon? The IAFG is. It's possible that my DPS calcs for the swarms are inaccurate though because as mentioned I'm not certain on the fire delays for it.
In any case, there aren't any significant DPS differences between AV options at the highest levels. I find this odd, because their other capabilities vary so much.
On the forge and placon - Yes, they have OHKO capability, but this isn't really something you can rely on. The forge is actually quite good at it, but requires a 3 second charge time (or a 2.25 second one with no ability to hold). The AHMG can kill all but the hardest of targets within this time. The placon is... difficult to OHKO with reliably. I'm sure you understand what I mean when I say that of all the AV weapons, it probably requires the most skill to use effectively.
So yes, those two weapons have OHKO AI capabilities, but the AHMG is going to be immensely more reliable for killing infantry. Unless the target is a heavy, the AHMG will likely kill it before either of the other options can even shoot at it, and it doesn't have the same one shot attack that means you absolutely must hit perfectly.
I agree, it's nice to see a Minmatar AV weapon. Will the heavy laser be coming soon as well, then?
I am a huge fan of having more different variants of weapons, btw.
Gallente Guide
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22531
|
Posted - 2015.03.08 14:51:00 -
[493] - Quote
A couple of other comments:
I notice the militia placon is shifting from a pure CPU to a hybrid PG/CPU weapon. Is this going to be applied to other placons in future or is this exclusively a militia level change?
Will there be any slot changes to the basic medium frames? They universally have fewer slots than the specialised variants. Both the Calassault and Callogi have 5 highs and the basic Cal frame has 4 highs. Could the basic frame have an extra slot, as well? I don't think there are major problems with fitting basic frames at the moment and it would be a shame to have a load of extra CPU/PG that isn't actually used.
And perhaps most importantly:
Will there be a fall damage reduction to compensate for increased jumpiness with myofibs? Given that minscouts with myofibs will jump very high and be very fragile I am concerned that pressing the x button may be suicidal.
Gallente Guide
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Hawkin P
Molon Labe. General Tso's Alliance
641
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Posted - 2015.03.08 15:05:00 -
[494] - Quote
Heavy's DO NOT need a further nerf. They already can be destroyed easily by a shotgun scout or assault, or any player that is slightly intelligent and kites them. The last heat nerf to them HMG was too much, is your goal to make the heavy completely useless? Especially when so many new maps are wide open. Shotgun scouts need a nerf, but instead you are giving them a buff. In the form of super jump mods.
Also the I don't think the Assault Scrambler Rifles need a major damage buff.
More specifics about the tanks changes would be nice.
Molon Labe CEO
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22531
|
Posted - 2015.03.08 15:08:00 -
[495] - Quote
Hawkin P wrote:Heavy's DO NOT need a further nerf. They already can be destroyed easily by a shotgun scout or assault, or any player that is slightly intelligent and kites them. The last heat nerf to them HMG was too much, is your goal to make the heavy completely useless?
I'm going to go ahead and start laughing now.
Gallente Guide
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Nocturnal Soul
Primordial Threat
5747
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Posted - 2015.03.08 15:14:00 -
[496] - Quote
Take the art assets of the hmg, give it the royal treatment, add laser profile, then you get slightly less angry crowd of Amarr loyalists
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Hawkin P
Molon Labe. General Tso's Alliance
641
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Posted - 2015.03.08 15:15:00 -
[497] - Quote
Tanks still sound useless against infantry. Making the only point of tanks to fight other tanks makes tanks pointless on the battlefield.
LAV nerf is completely unnecessary.
If this is the vehicle update, how can you not fix the ADS mechanics?
Molon Labe CEO
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QORII BALOGUN
NUBIAN PHOENIX CORP
1
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Posted - 2015.03.08 15:28:00 -
[498] - Quote
Maybe I missed it but when is this going into effect? |
Alena Ventrallis
Intara Direct Action Caldari State
2614
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Posted - 2015.03.08 16:05:00 -
[499] - Quote
Hawkin P wrote:Tanks still sound useless against infantry. Making the only point of tanks to fight other tanks makes tanks pointless on the battlefield.
LAV nerf is completely unnecessary. They were not even slightly OP. There only use now will be as taxi's to get from point A to point B.
If this is the vehicle update, how can you not fix the ADS mechanics? However, vehicles are getting more fitting and more slots, so they will be sturdier than today's tanks can be. The actual proto tanks at least.
I agree with you on LAVs though.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
161
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Posted - 2015.03.08 16:55:00 -
[500] - Quote
No Matter how one fits a lav, it'll be too expensive to bring past prenerf eHP... The pocket tank (saga w/ 2.5k sHP, no gun) which I use for quick retreats/entries... Will be just over fitting a basic heavy extend after the Nerf. I'm someone who "FITS" my lavs, i throw on complex mods for them.
Hell, what's the point of using utility mods when we'll just be stressing to squeeze out sub-survivable eHP. goodbye scanner lavs, goodbye mobile turrets, goodbye uplink lavs.
No disrespect rat but why did you think of this? It's stupid... Is it murder taxis? Just make reloading when you get out or a delay or a simple animation or something. Not free "+75. +75. +40. +50" Come on man, think of something better. A suit should not out eHP a vehicle... Unless that vehicle will become cheap.
Sorry.
Entering the void and becoming wind.
Message for 1v1 air to air
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Doc DDD
TeamPlayers Negative-Feedback
380
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Posted - 2015.03.08 17:36:00 -
[501] - Quote
Base tank hp got nerfed too, as it was LAV's had higher base HP than the new tanks so something had to give.. |
Godin Thekiller
The Corporate Raiders
2960
|
Posted - 2015.03.08 18:55:00 -
[502] - Quote
Doc DDD wrote:Base tank hp got nerfed too, as it was LAV's had higher base HP than the new tanks so something had to give..
True, but at least they could get more slots.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2960
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Posted - 2015.03.08 19:02:00 -
[503] - Quote
Umm, I was just wondering if there was going to be any skill bonus changes in Echo for the vehicle skill tree similar to what we were shown in the HAV initiative spreadsheet.
click me
Blup Blub Bloop. Translation: Die -_-
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CeeJ Mantis
Mantodea MC
155
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Posted - 2015.03.08 20:03:00 -
[504] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably.
A few things. 1, the assault HMG only does 75% damage to vehicles. 2, The plc swarm and fg have delays after firing. The plc is.0.5 seconds and the FG is 1 second. I think the swarms are 1.2 seconds, but that was mentioned long ago when they rebalanced them, and I can't be certain. And did you include damage mods for the assault hmg? Because it was not done for the plc.
Longest plasma cannon kill: 236.45m
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Luther Mandrix
WASTELAND JUNK REMOVAL
439
|
Posted - 2015.03.08 21:49:00 -
[505] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort. ETA?
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
|
Posted - 2015.03.08 21:52:00 -
[506] - Quote
I see when i shoot at an enemy in 40m range that i have big problems the breake his shields with my HMG, but when his shields are down (blue shoots at him) it is easy to kill him!
I have an Idea: If the HMG becomes a Hybrid "status" you can brake shields better, but then the power against amorr is not very good, this isn't good to defend in cqc, because thers has nobody shields!
If the HMG will be a Hybrid you have to change the risistence at all havy suites to a resistence at ALL Weappons and set resistance from gallente sentinel higher as them from the amarr suite, because the Amarr Sentinel have 205eHP more as the Gallente and you have to set of course the risistance from Caldari/Minmatar havy suites higher than Amarr/Gallente suites!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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Bayeth Mal
Nos Nothi
2460
|
Posted - 2015.03.08 22:01:00 -
[507] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
Pleeeeease can it be a heavy beam laser? I've been wanting that for years now.
We'll bang, OK?
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
|
Posted - 2015.03.08 22:19:00 -
[508] - Quote
By a fight with a Gallente Sentinel against an Amarr Sentinel, the Amarr Sentinel winns nearly every time because he have 15% ressistance and 205eHP more, but the Gallente Sentinel only can hit him 4,5% more damage and so he becomes 0,5% lower damage and have more HP! I want 3/5 slots by Gallente and 1 or 2/4 by Amarr Sentinel, please also give them 2% per skill level more cpu and 0,5% more pg or an bonus at reduction from cpu/pg cost from amorr plates by ~10%
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17516
|
Posted - 2015.03.08 22:33:00 -
[509] - Quote
Bayeth Mal wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort. Pleeeeease can it be a heavy beam laser? I've been wanting that for years now.
Beam laser would be contrived and lacking taste. Arc Cannon, Scrambler Lance or Bust!
"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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Nocturnal Soul
Primordial Threat
5751
|
Posted - 2015.03.08 22:33:00 -
[510] - Quote
Raffael-Puma Austria wrote:By a fight with a Gallente Sentinel against an Amarr Sentinel, the Amarr Sentinel winns nearly every time because he have 15% ressistance and 205eHP more, but the Gallente Sentinel only can hit him 4,5% more damage and so he becomes 0,5% lower damage and have more HP! I want 3/5 slots by Gallente and 1 or 2/4 by Amarr Sentinel, please also give them 2% per skill level more cpu and 0,5% more pg or an bonus at reduction from cpu/pg cost from amorr plates by ~10% 3/5..... I honestly cant even right now
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7595
|
Posted - 2015.03.08 23:00:00 -
[511] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. I've crunched the numbers already. The only thing keeping the AHMG from being more effective is shorter range than the PLC and extremely rapid overheat. It can't outperform any other AV unless ripping on a parked LAV.
AV
|
Imp Smash
Molon Labe. General Tso's Alliance
732
|
Posted - 2015.03.08 23:29:00 -
[512] - Quote
CCP Rattati wrote:ery similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
What about dispersion? Will the Assault HMG's dispersion get a change? Or will it run on the same curve as it has been? |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1883
|
Posted - 2015.03.08 23:33:00 -
[513] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
Don't forget, swarms are also the most skillless weapon in the game.
Acquire Currency, Disregard Female Canis lupus familiaris
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Imp Smash
Molon Labe. General Tso's Alliance
732
|
Posted - 2015.03.08 23:33:00 -
[514] - Quote
Misclick and deleted! |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17523
|
Posted - 2015.03.09 00:59:00 -
[515] - Quote
Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
|
Doc DDD
TeamPlayers Negative-Feedback
380
|
Posted - 2015.03.09 01:37:00 -
[516] - Quote
Least amount of skill required. |
Tread Loudly 2
Ametat Security Amarr Empire
76
|
Posted - 2015.03.09 02:17:00 -
[517] - Quote
Overall I like the changes suggested!
Doc DDD wrote:Least amount of skill required.
You're still around!!!!! Yes the OP combo may still happen xD
I Like Tanks, Nova Knives and MagSec SMG's.
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Hawkin P
Molon Labe. General Tso's Alliance
643
|
Posted - 2015.03.09 02:44:00 -
[518] - Quote
This should be great! Super Fast jumping scouts with the still BROKEN Remote Explosives that can be launched across the map, but looks like they landed at their feet.
Molon Labe CEO
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Bright Cloud
Namtar Elite Gallente Federation
849
|
Posted - 2015.03.09 04:40:00 -
[519] - Quote
True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle.
Bright is the opposite of dark! Who would have thought of that?!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17525
|
Posted - 2015.03.09 04:43:00 -
[520] - Quote
Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle.
What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover.
"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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XxVEXESxX
68
|
Posted - 2015.03.09 05:35:00 -
[521] - Quote
This looks great. Interested to come back to dust from my studies.
Ratatti, Id love it if leaning could be a looked at option so we can spice up dust to a higher level of FPS.
Like this one.
I could bring back some of my old jukes.
PSN: XxVEXESxX
MK.0 A/C/L
"EVE Quality Dust"
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GLOBAL RAGE
Consolidated Dust
115
|
Posted - 2015.03.09 08:04:00 -
[522] - Quote
True Adamance wrote:Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle. What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover.
and then defend yourself with a sidearm.
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CCP Rattati
C C P C C P Alliance
18260
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Posted - 2015.03.09 09:20:00 -
[523] - Quote
GLOBAL RAGE wrote:True Adamance wrote:Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle. What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover. and then defend yourself with a sidearm.
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Juno Tristan
Obscure Reference
413
|
Posted - 2015.03.09 09:30:00 -
[524] - Quote
CCP Rattati wrote:
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
Then where are my goddamn forum points!
but seriously, we do offer solutions
ADS Ramming Revenge!
Plasma Cannon Rampage
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Evan Gotabor
Prima Gallicus
152
|
Posted - 2015.03.09 09:34:00 -
[525] - Quote
I'm about concerned about this new AV weapon, and it's repercussions on assault dropships. A suppressing ADS need to be close to the battlefield to be efficient. In PC (but also in publics) we already take a lot of hits from forges and commandos with swarms.
Eventually, AHMG will become the close range anti-dropships you need to get rid of dropship, add to this forges and swarms and ADS will no longer be able to do any job... Except loosing isk and give WP to the ennemy...
Prima Gallicus diplomat
Eve 21 day Trial
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Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
3
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Posted - 2015.03.09 11:38:00 -
[526] - Quote
Sorry about the change subject, im concerned about the CPU/PG cost on the cloacks, while needed the new numbers wont change much the fitting issue. Doing the numbers, the previous CPU/PG of STD cloacks for rexample were 160/36 and the cost with the reduction with "with a lvl 5 scout" would be 40/9, with the new numbers it woud be 35/7.5 a reducion of 5/2.5 on CPU/PG which still wont give enough fitting options. Reducing CPG/PG even more could be a dangerous move forn the exploit of it with other classes, so i think an extra reduction on CPU/PG of scout per level can do the trick, so the cost on the ADV cloack could be 40/9, they are still expensive for an equipment but would let be doable to fit a cloack on scouts, more importantly at early levels.
Caldari scout bonus sucks but i like to honor my name.
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Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.09 11:54:00 -
[527] - Quote
@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary?
Redline for Thee, but no Redline for Me.
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MINA Longstrike
Kirjuun Heiian
2290
|
Posted - 2015.03.09 13:03:00 -
[528] - Quote
CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!'
The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant).
Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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CCP Rattati
C C P C C P Alliance
18268
|
Posted - 2015.03.09 13:36:00 -
[529] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'.
Who is more likely to die, the swarmer or the ADS?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
2290
|
Posted - 2015.03.09 13:45:00 -
[530] - Quote
^Entirely dependent upon situation. Factually infantry lose more suits, Factually their suits cost considerably less than a vehicle, Factually they earn more WP and make more isk.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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duster 35000
Algintal Core Gallente Federation
365
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Posted - 2015.03.09 13:45:00 -
[531] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The swarmer, but that doesn't matter when your ads can't do anything because of AV.
And you could just use a proto sidearm, or use a commando for your killing problems.
A vehicle dies once, they lose a bit more than 1 match worth of isk.
Molestia approved
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3103
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Posted - 2015.03.09 13:46:00 -
[532] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? 1v1? The ADS, no question.
One thing I'd also like to point out is that a Commando, any commando, is the ideal suit for swarming and using any other suit is a self-hindrance by the swarmer. Just like using a shotgun on a scout augments the shotguns weaknesses (requiring a close-quarter sneak attack), the commando covers all of the swarms weaknesses (mainly other infantry; a commando is just as viable against most infantry threats as any other suit). Complaining about using a swarm on other suits is like complaining after using a shotgun on a heavy suit.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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The-Errorist
1084
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Posted - 2015.03.09 14:17:00 -
[533] - Quote
What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
Suits, Tanks, a mode
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Alena Ventrallis
Intara Direct Action Caldari State
2619
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Posted - 2015.03.09 14:24:00 -
[534] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage.
Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that
1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger.
ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 14:35:00 -
[535] - Quote
duster 35000 wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The swarmer, but that doesn't matter when your ads can't do anything because of AV. And you could just use a proto sidearm, or use a commando for your killing problems. A vehicle dies once, they lose a bit more than 1 match worth of isk.
Wow! That is some mighty fine isk QQ. At most a proto ADS is what 2 mil isk, at most! You blow up 2 proto logis and you just destroyed your worth in proto gear. This is not a conversation about isk, because then we get into killing potential.
My cheapest full proto fitting costs me 250k. You blow up 4 of those and then you have the value of your ADS. The prices of everything in isk has come down. Lets not make that a factor in what should rock paper scissor what, because the ADS will lose that conversation. It is like the HMG, kills a lot in several situations so the swarms are the nerf the ADS received.
Swarms are fine where they are and the good ADS pilots have accepted them as they stand. ADS should be more worried about the new tank hulls, IMO. BTW - In PC, we are seeing very few swarms shooting down ADS. If you have infantry support an ADS is insanely powerful. Pubs have the swarms taking down ADS and they are only effective if there is no infantry support and proto swarms.
This discussion as had on several posts. The spam doesn't belong here.
Heavy with a massive bullet hose called Lola (Burst HMG).
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CCP Rattati
C C P C C P Alliance
18274
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Posted - 2015.03.09 14:39:00 -
[536] - Quote
Balistyc Farshot wrote: This discussion as had on several posts. The spam doesn't belong here.
Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Brush Master
Onslaught Inc RISE of LEGION
1467
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Posted - 2015.03.09 14:39:00 -
[537] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage. Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that 1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger. ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming.
Good analysis, ones that been brought up many times in the past. A dropships only chance to avoid swarms is outrun swarms. With current lock on and fire rates, 9/10 times the swarmer is able to get 3 volleys off before your even able to reactive / know that swarms are incoming. Then once your flying away and go a couple hundred meters, thinking swarms are no longer following and you get an invisible surprise. I think the damage is about balance but an alert system and maybe even a bit of decrease in total distance of the projectile would make it more balanced.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Haerr
Nos Nothi
2463
|
Posted - 2015.03.09 14:39:00 -
[538] - Quote
So about the HAV skill going from x4 to x8: If we have already specced it to 5 once the changes go live will SP be deducted from the unallocated pool? |
The-Errorist
1085
|
Posted - 2015.03.09 14:48:00 -
[539] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage. Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that 1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger. ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming. I made a trello card for this issue https://trello.com/c/aqxMxoUZ/498-rebalance-assault-and-base-swarm-launchers
Suits, Tanks, a mode
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MINA Longstrike
Kirjuun Heiian
2291
|
Posted - 2015.03.09 14:51:00 -
[540] - Quote
CCP Rattati wrote:Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo.
My apologies, I merely noticed a post and responded to the line of discussion it was following. Would you consider looking at something like this thread for the next patch/hotfix?
On an unrelated note. I recently went through battle academy on an alt... Would you ever consider making 'frontline' suits heavies? One of the things I notice frequently with new players is that they tend to die before they ever realise what's shooting at them, or if they do realise what's shooting at them and from where, they die before they get to return fire.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Chimera Core
8945
|
Posted - 2015.03.09 14:52:00 -
[541] - Quote
CCP Rattati wrote:Balistyc Farshot wrote: This discussion as had on several posts. The spam doesn't belong here.
Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo.
Before you do that, can I please have a dumb-fire swarm..? I don't even much care that it does low damage to infantry, I just want a dumb-fire swarm...
EDIT: This isn't even saying that I want -THE- Swarm Launcher to be dumb-fire, I don't care for the whining and complaining of vehicle users because I actually find that bit entertaining and hope the AV vs Vehicle debate goes on for kittening centuries. I want a variant of the Swarm Launcher that is dumb-fire. That's all I'm asking.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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MINA Longstrike
Kirjuun Heiian
2291
|
Posted - 2015.03.09 14:56:00 -
[542] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Balistyc Farshot wrote: This discussion as had on several posts. The spam doesn't belong here.
Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo. Before you do that, can I please have a dumb-fire swarm..? I don't even much care that it does low damage to infantry, I just want a dumb-fire swarm...
I want one that's a PLC mirror.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Chimera Core
8945
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Posted - 2015.03.09 14:57:00 -
[543] - Quote
MINA Longstrike wrote:Aeon Amadi wrote:CCP Rattati wrote:Balistyc Farshot wrote: This discussion as had on several posts. The spam doesn't belong here.
Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo. Before you do that, can I please have a dumb-fire swarm..? I don't even much care that it does low damage to infantry, I just want a dumb-fire swarm... I want one that's a PLC mirror.
Get out.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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The-Errorist
1085
|
Posted - 2015.03.09 15:06:00 -
[544] - Quote
Does anyone in CCP care about dealing with the assault variant of a weapon that is not to be mentioned in a later hotfix?
Suits, Tanks, a mode
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Bright Cloud
Namtar Elite Gallente Federation
850
|
Posted - 2015.03.09 15:14:00 -
[545] - Quote
If we are at it to discuss stupid mechanics on ADS (not swarm vs ADS) could we please get rid of the auto re-center of the camera? That way a ADS actually could aim preciely and not do the "camera slingshot" where you tilt your thumbstick down and need to guess when to fire your turret.
Bright is the opposite of dark! Who would have thought of that?!
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Haerr
Nos Nothi
2464
|
Posted - 2015.03.09 15:16:00 -
[546] - Quote
Bright Cloud wrote:If we are at it to discuss stupid mechanics on ADS (not swarm vs ADS) could we please get rid of the auto re-center of the camera? That way a ADS actually could aim preciely and not do the "camera slingshot" where you tilt your thumbstick down and need to guess when to fire your turret. Yes, yes, yes. CCP I'll get all penazzled up for you if you do this for us. (Not really though) |
Spkr4theDead
Red Star.
3049
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Posted - 2015.03.09 15:29:00 -
[547] - Quote
CCP Rattati wrote:
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
So us supporting our preferred role without bending is unreasonable?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3049
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Posted - 2015.03.09 15:31:00 -
[548] - Quote
Tesfa Alem wrote:
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary?
It's their fault if they put themself in a bad position. There's also commandos, where you can defend yourself with a light weapon.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3049
|
Posted - 2015.03.09 15:43:00 -
[549] - Quote
Balistyc Farshot wrote:
Wow! That is some mighty fine isk QQ. At most a proto ADS is what 2 mil isk, at most!
The best fit Python is over half a million ISK. I would imagine the Incubus is right around the same number. With vehicles, I usually restock the individual parts; suits is wholesale restock.
You blow up 2 proto logis and you just destroyed your worth in proto gear. This is not a conversation about isk, because then we get into killing potential.
Two logis equates to 2mil ISK? What are you talking about?
My cheapest full proto fitting costs me 250k.
Entirely your decision to use cheap stuff or PRO stuff. If you can't afford to lose PRO gear, don't complain about it.
The prices of everything in isk has come down.
I remember when the IAFG cost 117k ISK. I only had 5 of those fits; I had 20 fits with an ADV forge. Yeah, infantry gear is dirt cheap compared to a vehicle. A PRO turret alone costs more than a PRO suit.
Lets not make that a factor in what should rock paper scissor what, because the ADS will lose that conversation. It is like the HMG, kills a lot in several situations so the swarms are the nerf the ADS received.
Seems the only answer has been to buff AV and infantry weapons, while simultaneously nerfing vehicles.
Swarms are fine where they are and the good ADS pilots have accepted them as they stand.
Swarms are not fine. Do you have any SP in vehicles? Do you use vehicles at all?
ADS should be more worried about the new tank hulls, IMO.
There's no bonus to railguns, which is the ideal vehicle counter to an ADS.
BTW - In PC, we are seeing very few swarms shooting down ADS. If you have infantry support an ADS is insanely powerful. Pubs have the swarms taking down ADS and they are only effective if there is no infantry support and proto swarms.
They chase them off pretty well. There's forge guns on the rings, and swarms somewhere on the other side of the compound. Essentially that's the only socket I've played in PC, and I have a lot of PC experience in a tank.
To respond to the "I don't want Swarms to surprise kill me due to rendering." Welcome to the world of surprise ADS missiles killing infantry or scouts with REs.
You hear a dropship coming. The only time you don't is when you're not paying any attention at all.
In this game, you will die sometimes, you have been warned. Please stop stunting the growth of this game.
It sure isn't helping with retainment, and outright not encouraging anybody to decide to be a pilot.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3049
|
Posted - 2015.03.09 15:46:00 -
[550] - Quote
Bright Cloud wrote:If we are at it to discuss stupid mechanics on ADS (not swarm vs ADS) could we please get rid of the auto re-center of the camera? That way a ADS actually could aim preciely and not do the "camera slingshot" where you tilt your thumbstick down and need to guess when to fire your turret. If that's the case, would be good to have a button that re-centers the camera.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.09 16:03:00 -
[551] - Quote
The absolute range from swarmlauncher is to short! We need a range from 1500m to catch a assault-dropshipp and a target detection range from std-200m adv-225m and pro-275/300m and a OP officer launcher with 400/450m!
Also 4/6/8 swarms and they fly different courses, than its not a problem when 2 from them fly in the ground, of course than this beasts need a damage nerf to 200/225/250 or 175/200/225 per rocket. (don't know what is not OP, Test it by yourself,Ccp)
The speciallist swarmlaunchers have an bug: Firerate should be slower not the target-detection speed! This is to read in the discription!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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MINA Longstrike
Kirjuun Heiian
2292
|
Posted - 2015.03.09 16:06:00 -
[552] - Quote
Spkr4theDead wrote:Bright Cloud wrote:If we are at it to discuss stupid mechanics on ADS (not swarm vs ADS) could we please get rid of the auto re-center of the camera? That way a ADS actually could aim preciely and not do the "camera slingshot" where you tilt your thumbstick down and need to guess when to fire your turret. If that's the case, would be good to have a button that re-centers the camera.
Holy ****... that is a ****ing first. Constructive feedback.
What the everloving ****.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 16:26:00 -
[553] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort. teacher teacher i have a question! I took a day off bc stress and QQ were making me crazy and as you asked to keep things civil on here, it was a must. but here goes:
- how is a gallente heavy weapon not missing there?
- should calculated dps for balancing purposes be just burst dps? tank fights are long engagements and reload time figures into dps then, while lav fights and ads fights are by necessity short term encounters, i.e if they dont go down quick they get away. instead is it not more appropriate to factor in dps/clip, sustained dps(factoring reload speed), exhaustive total damage(before needing resupply) and things such as unmodified vs skills+dmg mods, std vs proto etc in order to balance the weapons more effectively?
- is there anything wrong with the PLC handling better in the hands of a heavy (commando) than a medium?
- is there anything wrong with a heavy AV/anti infantry hybrid weapon having comparable DPS with light AV?
- is it okay for light AV to outdps heavy AV? is this true even when not used by a commando?
how does the minmatar AV weapon (mass driver/breach mass driver) figure in with these numbers? since the breach is becoming AV focused, how does it fare? question applies to both variants, as the mass dirver is hybrid AP/AV by definition and it hurts my soul when lore is broken for convenient reasons.
- if a light av weapon is outdpsing a heavy AV weapon, do the numbers need tweaking on the forge gun and the swarm launcher?
i had all this and a couple other questions neatly laid out, but i apparently unplugged my computer in my sleep so please bear with me. For balancing purposes, would it be helpful if we had a graph comparing how the AV weapons fare compared to each other with the proposed changes? if so, do i have time to make one before anything crazy happens like this thread getting locked/ hotfix echo being deployed? also, CCP Rattati, i still have the same questions i PM'ed you on twitter, when you have a moment, though i know you're busy
Sebiestor scout, MTAC pilot, Merc w/ a face
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Spkr4theDead
Red Star.
3049
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Posted - 2015.03.09 16:29:00 -
[554] - Quote
MINA Longstrike wrote:Spkr4theDead wrote:Bright Cloud wrote:If we are at it to discuss stupid mechanics on ADS (not swarm vs ADS) could we please get rid of the auto re-center of the camera? That way a ADS actually could aim preciely and not do the "camera slingshot" where you tilt your thumbstick down and need to guess when to fire your turret. If that's the case, would be good to have a button that re-centers the camera. Holy ****... that is a ****ing first. Constructive feedback. What the everloving ****. I've made two spreadsheets.
Here and here.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 16:36:00 -
[555] - Quote
Spkr4theDead wrote:Balistyc Farshot wrote:
Wow! That is some mighty fine isk QQ. At most a proto ADS is what 2 mil isk, at most!
The best fit Python is over half a million ISK. I would imagine the Incubus is right around the same number. With vehicles, I usually restock the individual parts; suits is wholesale restock.
You blow up 2 proto logis and you just destroyed your worth in proto gear. This is not a conversation about isk, because then we get into killing potential.
Two logis equates to 2mil ISK? What are you talking about?
My cheapest full proto fitting costs me 250k.
Entirely your decision to use cheap stuff or PRO stuff. If you can't afford to lose PRO gear, don't complain about it.
The prices of everything in isk has come down.
I remember when the IAFG cost 117k ISK. I only had 5 of those fits; I had 20 fits with an ADV forge. Yeah, infantry gear is dirt cheap compared to a vehicle. A PRO turret alone costs more than a PRO suit.
Lets not make that a factor in what should rock paper scissor what, because the ADS will lose that conversation. It is like the HMG, kills a lot in several situations so the swarms are the nerf the ADS received.
Seems the only answer has been to buff AV and infantry weapons, while simultaneously nerfing vehicles.
Swarms are fine where they are and the good ADS pilots have accepted them as they stand.
Swarms are not fine. Do you have any SP in vehicles? Do you use vehicles at all?
ADS should be more worried about the new tank hulls, IMO.
There's no bonus to railguns, which is the ideal vehicle counter to an ADS.
BTW - In PC, we are seeing very few swarms shooting down ADS. If you have infantry support an ADS is insanely powerful. Pubs have the swarms taking down ADS and they are only effective if there is no infantry support and proto swarms.
They chase them off pretty well. There's forge guns on the rings, and swarms somewhere on the other side of the compound. Essentially that's the only socket I've played in PC, and I have a lot of PC experience in a tank.
To respond to the "I don't want Swarms to surprise kill me due to rendering." Welcome to the world of surprise ADS missiles killing infantry or scouts with REs.
You hear a dropship coming. The only time you don't is when you're not paying any attention at all.
In this game, you will die sometimes, you have been warned. Please stop stunting the growth of this game.
It sure isn't helping with retainment, and outright not encouraging anybody to decide to be a pilot.
You're so cute. We all know your opinion. Yes, I do use vehicles (Mostly LAVs and HAVs) and I use derp ships mostly to get up high, so no ADS for me because the firing mechanics. My friend does do ADS and in all but wide open maps the swarms are blocked as long as you aren't hovering right over them raining death. Stay moving and you can outrun the swarm death of a single commando. Combined fire will win over you though as it should.
People not want to be pilots? You must smoke some good stuff! The controls are tough and there really isn't a cheap or easy way to practice which is the main barrier.
BTW - You don't logi, just shhhh. Proto min logi, 8 proto slots filled, 4 pieces of proto equip, a proto gun, and wish I could fit a poto nade but no pg or cpu for one at all, even when maxed in those upgrades (CPU&PG). You must only know vehicles. No wonder you don't understand AV which has 2 sides. It all makes sense now! (Wanted to say more, but trying to not play your game.)
Heavy with a massive bullet hose called Lola (Burst HMG).
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Golden Day
Y.A.M.A.H
993
|
Posted - 2015.03.09 17:09:00 -
[556] - Quote
CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:(
im not crazy......( -í° -£-û -í°)
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MINA Longstrike
Kirjuun Heiian
2294
|
Posted - 2015.03.09 17:22:00 -
[557] - Quote
Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:(
There is no hole in lore. Every race in eve makes their own missiles. Caldari make kinetic warheads, Minmatar explosive, Gallente Thermal and Amarr EM. Caldari are the most missile oriented, minmatar come second, amarr third (and they have some truly nasty missile ships) and gallente have almost none.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Avallo Kantor
499
|
Posted - 2015.03.09 17:34:00 -
[558] - Quote
MINA Longstrike wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( There is no hole in lore. Every race in eve makes their own missiles. Caldari make kinetic warheads, Minmatar explosive, Gallente Thermal and Amarr EM. Caldari are the most missile oriented, minmatar come second, amarr third (and they have some truly nasty missile ships) and gallente have almost none.
Exactly, furthermore one of the strong -selling- points of Missile systems in EVE is that these ammo types can be switched out rather effortlessly (assuming you brought them with you) So that way you always can have the right damage type for the job.
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 17:36:00 -
[559] - Quote
Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Spkr4theDead
Red Star.
3049
|
Posted - 2015.03.09 17:37:00 -
[560] - Quote
Balistyc Farshot wrote:You're so cute. We all know your opinion. Yes, I do use vehicles (Mostly LAVs and HAVs) and I use derp ships mostly to get up high, so no ADS for me because the firing mechanics. The ADS is hard to use. I have it. My friend does do ADS and in all but wide open maps the swarms are blocked as long as you aren't hovering right over them raining death. Stay moving and you can outrun the swarm death of a single commando. No, 3 volleys cannot be outrun until you're right at the edge of lock on range. Combined fire will win over you though as it should. That requires teamwork, and the people here don't want to use teamwork. People not want to be pilots? You must smoke some good stuff! The controls are tough and there really isn't a cheap or easy way to practice which is the main barrier. Would you want to waste SP into vehicle upgrades when you only have a few million? Better off throwing it all into infantry. We get BPOs from boxes now, little reason to get ISK weapons and suits when you get AUR gear for free.BTW - You don't logi, just shhhh. Proto min logi, 8 proto slots filled, 4 pieces of proto equip, a proto gun, and wish I could fit a poto nade but no pg or cpu for one at all, even when maxed in those upgrades (CPU&PG). And how would you know I'm not a logi? Have you ever played with me? Have you ever played against me? I've had PRO Min and Gal logi, obviously with PRO gear. I now have PRO Amarr logi, and the only equipment I haven't skilled into is the scanner, because of only 3 slots at ADV and PRO. You don't know me, so how the hell do you assume I don't have any logi suits at all?You must only know vehicles. No wonder you don't understand AV which has 2 sides. It all makes sense now! (Wanted to say more, but trying to not play your game.) You're a flying idiot. I have PRO swarms and plasma cannon, with PRO Min and Gal commandos. I used to have PRO forge, but dropped it. I had it paired up with the Min sentinel, which was and is pathetically weak. I know vehicles very well, I started using them in Chrome. I also know AV pretty well, having multiple forms of PRO AV, as well as having to escape and evade it in a vehicle.
Again, you're assuming a hell of a lot without knowing anything about me.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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duster 35000
Algintal Core Gallente Federation
366
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Posted - 2015.03.09 17:57:00 -
[561] - Quote
Greiv Rabbah wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online. Everyone would use ammo that does better in CQC.
Molestia approved
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9334
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Posted - 2015.03.09 18:05:00 -
[562] - Quote
Curious how the new blue pills well affect ewar. Scouts are going to be likely to use these, and they take up a high slot otherwise used to enhance scan precision, meaning it will be easier for medium suits to avoid the passive scans, meaning we may see less armor stacked tank in medium suits.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Nirwanda Vaughns
1510
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Posted - 2015.03.09 18:08:00 -
[563] - Quote
is heat build up on AScR's gonan be increased due to the increase in damage ect? that way the amarr assault bonus could be increased in order to coerce players into using them on racial suits a bit more
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
631
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Posted - 2015.03.09 19:05:00 -
[564] - Quote
The-Errorist wrote:What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
Also why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from? This post is much more interesting than the Swarm discussion that is supposed to have ended by now.
Absolutely agreed. |
Kaeru Nayiri
Ready to Play
572
|
Posted - 2015.03.09 19:26:00 -
[565] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably.
@Arkena, @Rattati
Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor.
Know what cannot be known.
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Godin Thekiller
The Corporate Raiders
2961
|
Posted - 2015.03.09 19:50:00 -
[566] - Quote
Tesfa Alem wrote:@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary?
If they turned in arcs instead of angles and flew faster, I'd see dodging being a thing.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2961
|
Posted - 2015.03.09 19:51:00 -
[567] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS?
Depends on the hull and how much of a scrub the pilot is.
click me
Blup Blub Bloop. Translation: Die -_-
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duster 35000
Algintal Core Gallente Federation
368
|
Posted - 2015.03.09 19:53:00 -
[568] - Quote
Godin Thekiller wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? Depends on the hull and how much of a scrub the pilot is. What if the pilot is a super scrub 3?
Molestia approved
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
631
|
Posted - 2015.03.09 19:58:00 -
[569] - Quote
duster 35000 wrote:Godin Thekiller wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? Depends on the hull and how much of a scrub the pilot is. What if the pilot is a super scrub 3? Then you only notice their presence by their RDV and the presence of a suicide on the killboard. Scrubs can't fly ADS, even if they are able to handle ordinary dropships. |
Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 19:59:00 -
[570] - Quote
Spkr4theDead wrote:CCP Rattati wrote:
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
So us supporting our preferred role without bending is unreasonable?
Very.
click me
Blup Blub Bloop. Translation: Die -_-
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1884
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Posted - 2015.03.09 20:00:00 -
[571] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS?
ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher.
Acquire Currency, Disregard Female Canis lupus familiaris
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 20:01:00 -
[572] - Quote
Sole Fenychs wrote:duster 35000 wrote: What if the pilot is a super scrub 3?
Then you only notice their presence by their RDV and the presence of a suicide on the killboard. Scrubs can't fly ADS, even if they are able to handle ordinary dropships.
Pretty much this
click me
Blup Blub Bloop. Translation: Die -_-
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 20:13:00 -
[573] - Quote
Kaeru Nayiri wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor.
So flux it first! +! for good point
Heavy with a massive bullet hose called Lola (Burst HMG).
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 20:41:00 -
[574] - Quote
duster 35000 wrote:Greiv Rabbah wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online. Everyone would use ammo that does better in CQC. funny... you know that rail rifle usage tends to indicate the opposite? and do you have any idea what "advantages" or "drawbacks" means? have you ever played eve? do you have any idea how the ammo works? sometimes people use ammo thats lighter to carry for the increased tracking speed, sometimes its ammo thats better for penetrating armor heavy hulls but fairly ineffective at combating shielded enemies, sometimes ammo that sacrifices some damage for an increase in range, etc. your uninformed opinion isnt constructive and especially when speaking of missiles... no. not everybody would use close range missiles because they blow up quicker and dropships already zip away from swarms like theres nothing to it. please stick to only talking about what you know
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 20:55:00 -
[575] - Quote
Sir Dukey wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher. ok... is the pilot solo or carrying gunners/gunners+personnel? a swarmer vs a solo pilot, i'd say at current point the proto swarm SHOULD win, and thats what the pilot gets for soloing against proto when they have slots for 4 more guns(2 turrets, 2 infantry) a swarmer vs a 3 man ship? if the pilot doesnt hit him with the 1-3 missiles required to decimate a swarmer, his 2 gunners should be able to. if that doesnt work, 1 gunner can jump ship and provide the necessary distraction to take out the swarmer. if the pilot+2 cant manage any of this, they all deserve to die. a full ship doesnt need to care about a protoswarming damage-kitted minmando, bc theyll reveal their position and the 2 personnel will drop out and eliminate him, while all 3 turrets can continue focusing on other targets. 4-5 swarmers at once? ok, for a full ship this may be as tough as it ought to be, because you're paired against weaponry designed to wreck you and evenly matched in numbers. the likely outcome is about a 33/33/33 chance of swarms/ship/both dying. assuming swarms cant be easily outrun, which... LOL here we are a couple years into a teamwork focused game where tactics, character level, and skill all should come together to provide a unique battle experience and still people cry that they dont get to **** hard enough just because of their class... maybe you dont understand ANYTHING about how this game works, because if you do, your words dont show it
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 21:03:00 -
[576] - Quote
Tesfa Alem wrote:@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary? Then please explain the interesting phenomenon i experience where a dropship swoops in, starts wreaking havoc, and then hits afterburner as soon as i fire a swarm and STILL flies straight up into the sky, perfectly evading all my missiles until they run out of fuel?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 21:07:00 -
[577] - Quote
Aero Yassavi wrote:Curious how the new blue pills well affect ewar. Scouts are going to be likely to use these, and they take up a high slot otherwise used to enhance scan precision, meaning it will be easier for medium suits to avoid the passive scans, meaning we may see less armor stacked tank in medium suits. they wont affect minjas at least because the last little bit of ewar minjas had died when logis became walking radars (beyond the walking radars gallogis already were) since intel is no longer an option, at least i'll finally be able to evade that one shot that always hits me in the leg and kills me (since it only takes one shot to kill me and once in midair, i'm committed to the jump) i used to be sneaky, but then i took a scrambler pulse to the knee.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 21:12:00 -
[578] - Quote
Greiv Rabbah wrote:Sir Dukey wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. lockon'. Who is more likely to die, the swarmer or the ADS? ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher. here we are a couple years into a teamwork focused game where tactics, character level, and skill all should come together to provide a unique battle experience and still people cry that they dont get to **** hard enough just because of their class... maybe you dont understand ANYTHING about how this game works, because if you do, your words dont show it
Ok, some of us have real questions about the patch. Please flame about ADS versus swarmers on your own posts, there are many. There is nothing about an ADS in the patch at all. I have serious questions about uplinks going into holes for people to spawn now that we can jump, how the heat build up for the SCR is going to be toggled and how the heat versus dispersion will impact the burst HMG. Also I want to know if they have improved ladder detection at all because if I can jump some jumping starts to ladders could be beneficial. People also asked about the LAV sensor mods being skill based because the range doesn't increase precision, so scouts will still be invisible. My last question is about if the advanced cloak device is coming down in CPU/PG, why leave the proto where it is at? The current hinderance to it makes it a commitment for suits, so I was curious about the logic.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Bright Cloud
Namtar Elite Gallente Federation
853
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Posted - 2015.03.09 21:40:00 -
[579] - Quote
Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( Actually in eve missile launchers can be loaded up with all sorts of warheads. Basically all 4 damage profiles can be used with missiles which are:
-explosive (minmatarr) -kinetic (caldari) -thermal (gallente) -electro magnetic (amarr)
If we touch swarms in any way so that they have all 4 damage profiles avaible then the commando would aswell need a revamp. Cause each commando represents their own technology and that would mean that each commando would get its own special bonus to the swarm launcher. Like for example a swarm launcher with EM warheads would get a damage bonus from the amarr commando. Crazy but thats how it will work out.
And if we go that way we will aswell discuss about massdrivers which could be loaded up aswell with 4 different damage types. Cause the minmatarr have all sorts of ammo to adapt to different cirumstances.
Bright is the opposite of dark! Who would have thought of that?!
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
163
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Posted - 2015.03.09 21:51:00 -
[580] - Quote
There is a few things I have to say.
Base hull inky is two shot (rep tanked [281 - 300 aHP/s])
The hard counter to swarms (triple hardened python) can die if you get the jump on it. And it's pretty much weak to everything else (relies on shield recharge to stay alive). It is an ACTIVE tank so when one is down to "passive" you die. This counter is nerfed indirectly by increased fitting costs of hardeners. Suicide DS should not be the way.
I made a forum post about the PSYCHOLOGY of swarm users (acting like they are god-like against vehicles [running straight out of cover, point, click, jump, reload, repeat])
And I don't see anyone else acting godly... They are all beating around the bush and popping up when it's clear (especially PLC users)
Dropships must AB or die. For being the easiest AV, it's damage output is too high.
Reasons why the mechanics should change... We fear the weapon, not the user.
*will edit when i get home... More to say about everything in echo*
Entering the void and becoming wind.
Message for 1v1 air to air
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3192
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Posted - 2015.03.09 22:47:00 -
[581] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone
Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this.
Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite?
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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XxBlazikenxX
Y.A.M.A.H
472
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Posted - 2015.03.09 22:53:00 -
[582] - Quote
CommanderBolt 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 Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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MINA Longstrike
Kirjuun Heiian
2301
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Posted - 2015.03.10 00:43:00 -
[583] - Quote
XxBlazikenxX wrote:CommanderBolt 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 Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while.
Quite honestly, having done & had it been done to me plc volleys are *terrifying*. One plc isn't so bad, 3-4 is a thing out of nightmares.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2544
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Posted - 2015.03.10 02:33:00 -
[584] - Quote
MINA Longstrike wrote:XxBlazikenxX wrote:CommanderBolt 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 Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while. Quite honestly, having done & had it been done to me plc volleys are *terrifying*. One plc isn't so bad, 3-4 is a thing out of nightmares.
Multiple PLCs are possibly the most effective suppression tactic in the game tbh. People are too afraid to get out of cover because they know a mere touch will melt them.
Home at Last <3
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MINA Longstrike
Kirjuun Heiian
2301
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Posted - 2015.03.10 02:58:00 -
[585] - Quote
Multiple lasers are a little scarier tbh.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17540
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Posted - 2015.03.10 03:00:00 -
[586] - Quote
MINA Longstrike wrote:Multiple lasers are a little scarier tbh.
LASER LINE FOOOOOOOOOOOOOOOOOOORM UP!
"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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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
163
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Posted - 2015.03.10 03:22:00 -
[587] - Quote
HMG line.
It should be super scary but since we see it so often... It isn't.
Entering the void and becoming wind.
Message for 1v1 air to air
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CCP Rattati
C C P C C P Alliance
18288
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Posted - 2015.03.10 03:23:00 -
[588] - Quote
Haerr wrote:So about the HAV skill going from x4 to x8: If we have already specced it to 5 once the changes go live will SP be deducted from the unallocated pool? yes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
18288
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Posted - 2015.03.10 03:26:00 -
[589] - Quote
Kaeru Nayiri wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor.
exactly, someone needs to break shield recharge for them, or flux the vehicle.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The-Errorist
1087
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Posted - 2015.03.10 03:37:00 -
[590] - Quote
Sole Fenychs wrote:The-Errorist wrote:What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
Also why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from? This post is much more interesting than the Swarm discussion that is supposed to have ended by now. Absolutely agreed. I'm surprised someone even noticed my post and thanks.
Suits, Tanks, a mode
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
130
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Posted - 2015.03.10 03:41:00 -
[591] - Quote
maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.10 03:42:00 -
[592] - Quote
Balistyc Farshot wrote:Greiv Rabbah wrote:stuff about ads vs swarm in response to a specific question rattati asked bc i hadnt gotten caught up yet so didnt realize he had asked ppl not to talk about that afterwards Ok, some of us have real questions about the patch. Please flame about ADS versus swarmers on your own posts, there are many. There is nothing about an ADS in the patch at all. I have serious questions about uplinks going into holes for people to spawn now that we can jump, how the heat build up for the SCR is going to be toggled and how the heat versus dispersion will impact the burst HMG. Also I want to know if they have improved ladder detection at all because if I can jump some jumping starts to ladders could be beneficial. People also asked about the LAV sensor mods being skill based because the range doesn't increase precision, so scouts will still be invisible. My last question is about if the advanced cloak device is coming down in CPU/PG, why leave the proto where it is at? The current hinderance to it makes it a commitment for suits, so I was curious about the logic.
speaking of flaming, calm down. sorry i hadnt caught up yet and was responding to something earlier. i generally assume that responding to rattati in his threads is not off-topic. my mistake. wasnt flaming. @CCP Rattati, go ahead and delete my off topic posts. I'm sorry about that, it was unintended.
i'm excited to think about uplink options now that i'll be able to flying leap
I also want to know something about the heat build-up for scrambler rifle that someone pointed out and i tested, finding thus: It seems lately as though if i press the trigger fast enough i can get more shots before the heat build up catches up. the seize occurs either way, but the extra 5-8 shots impacts dps a bit, is this Working As IntendedGäó?
about the burst HMG, doesnt the dispersion drill down during the burst? is the duration of the burst being shortened? if so i missed that and will be wondering the same thing.
as a minja, i can promise you ladder detection is pretty awesome. i would never climb a ladder if i had to start from the ground. its begging to die. i'm curious could movement speed affect ladder climbing speed?
i'd save vehicle radar questions for when/if scout lavs come back, but since toying with radar is coming before that lovely day, i noticed that radar range is being increased? i'll side with you on that its pretty clunky with how sensors are, there should be progression to range or precision or both. i think ideally would be to have two types of radar related modules, one active with range or precision progression and one passive with the other. for instance, radar modules that have increasing range and passive sensor boosters that increase precision of the scans. those are off the top of my head though, i'd need to look at the eve item database for a more educated and constructive suggestion.
regarding cloaks i'm pretty sure its just that cloaks have always had a somewhat rotten prograssion for fitting, although using a cloak is pretty limiting even on a proto suit. thats harder to justify considering that i believe cloaks also had profile increased awhile back, and even harder to justify with the broken equip mechanic. i have no problem with drawing my weapon slowly coming out of cloak, but if i dont cloak at all, i shouldnt take forever to pull a weapon. the mechanic, as it is, and the animation as well, are both pretty kludge-y. not asking for the animation to be tinkered with, but can the issue with non-cloaked scouts being unable to draw a weapon until well after theyve been killed be fixed? or is making scouts literally defenseless free kill target practice Working As IntendedGäó? hopefully i gave some good answers for you, and the rest is above my ability to know at this time so i hope i havent offended you more by trying to be helpful or constructive here
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7604
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Posted - 2015.03.10 04:08:00 -
[593] - Quote
CCP Rattati wrote:Kaeru Nayiri wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor. exactly, someone needs to break shield recharge for them, or flux the vehicle.
why is this a thing? I mean if you're going to make it an AV weapon making it so it cannot beat the shield recharge is counter-intuitive.
AV
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DRT 99
Commando Perkone Caldari State
215
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Posted - 2015.03.10 04:29:00 -
[594] - Quote
i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. |
XxBlazikenxX
Y.A.M.A.H
474
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Posted - 2015.03.10 04:34:00 -
[595] - Quote
DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. How else are we going to make the AHMG good?
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7605
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Posted - 2015.03.10 04:36:00 -
[596] - Quote
DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades.
we going to require swarms to use flux/AV nades to break regen too?
AV
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CCP Rattati
C C P C C P Alliance
18291
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Posted - 2015.03.10 04:51:00 -
[597] - Quote
Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102.
Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok.
The AMG has the highest AI capability, and therefore has the lowest AV capability.
Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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XxBlazikenxX
Y.A.M.A.H
474
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Posted - 2015.03.10 04:53:00 -
[598] - Quote
CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. I think the AHMG should be slow firing and you should probably rename it to the "Breach" Heavy Machine gun however if you do bring down the ROF.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Juno Tristan
Obscure Reference
417
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Posted - 2015.03.10 04:57:00 -
[599] - Quote
Breakin Stuff wrote: why is this a thing? I mean if you're going to make it an AV weapon making it so it cannot beat the shield recharge is counter-intuitive.
But it's a short range (av) weapon so would work well pairing it with grenades, such as the new av flux
ADS Ramming Revenge!
Plasma Cannon Rampage
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
131
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Posted - 2015.03.10 05:06:00 -
[600] - Quote
I wrote this earlier and now I am adding to it.
jace silencerww wrote:maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version.
some of your prefit vehicles will need to be redone/fixed/changed with the CPU & PG mod changes due to the will not work even at maxed out skills. oh a big problem you need to fix the controls on ( "Nullarbor" Myron ) it does not fly correctly and before you say anything I can fly well. been flying dropships since open beta. I don't know if it is ok with m&kb but with the controller it always pulls the nose up you have to fight it to keep it down. maybe it was over looked when the fly mechincs or fly controls were changed. |
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Aeon Amadi
Chimera Core
8950
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Posted - 2015.03.10 05:08:00 -
[601] - Quote
CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out.
Make it round abouts like this and I would love you forever.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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DeathwindRising
ROGUE RELICS
919
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Posted - 2015.03.10 05:28:00 -
[602] - Quote
CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out.
50? Does that mean a tact ar could stop shield regen? That's a bit much |
Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.10 05:52:00 -
[603] - Quote
CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out.
If a heavy want to dual role AV and AI, he/she still has to put some effort into AV work. Equiping fluxes or Av nades isn't a whole lot to ask.
Redline for Thee, but no Redline for Me.
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Regis Blackbird
DUST University Ivy League
658
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Posted - 2015.03.10 06:12:00 -
[604] - Quote
XxBlazikenxX wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. I think the AHMG should be slow firing and you should probably rename it to the "Breach" Heavy Machine gun however if you do bring down the ROF.
Exactly my though as well ^
I would prefer a slow ROF monster which is hitting like a freight train.
In fact, I wouldn't mind making it soo different it becomes a "new gun" (Auto-Cannon) instead of a variant of the HMG, with its own progression and skill tree. It can still share the model with the HMG, and will be only distinguishable by its sound. (Just a thought...) |
Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.10 06:13:00 -
[605] - Quote
DeathwindRising wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. 50? Does that mean a tact ar could stop shield regen? That's a bit much TAC AR has less efficacy against vehicles than the AHMG, so it's not nearly the same thing.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7605
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Posted - 2015.03.10 06:33:00 -
[606] - Quote
tac AR isn't even capable of doing 5 damage to a vehicle. that percentage you see when you target something isn't there for show.
AV
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Pagl1u M
Dead Man's Game
1738
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Posted - 2015.03.10 07:11:00 -
[607] - Quote
When is Hotfix echo going to be deployed?
One of the few assaults you'll find in a PC match!
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CCP Rattati
C C P C C P Alliance
18291
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Posted - 2015.03.10 08:42:00 -
[608] - Quote
DeathwindRising wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. 50? Does that mean a tact ar could stop shield regen? That's a bit much
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
913
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Posted - 2015.03.10 10:05:00 -
[609] - Quote
CCP Rattati wrote:
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
100%. Whoa. 21 more meter range than the other HMG types. 63m range, out ranging most gallente rifles. Eats LAVs for breakfast, the kind of cowardly tankers that jump out with a heavy and a forge when their tank is in trouble can finish off a gunlogi and kill the pilot if he jumps out as well without changing weapons
Goodbye boundless, good bye burst, there is a new king in town.
The HMG is Dead, Long live the AMHG.
Redline for Thee, but no Redline for Me.
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Luther Mandrix
WASTELAND JUNK REMOVAL
440
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Posted - 2015.03.10 11:24:00 -
[610] - Quote
CCP Ratitti can you increase the militia locus grenade bpo from one to two grenades Listening to Biomassed Podcast talk about Hotfix so I looked at it at the same time and this was something I thought would be good.Core Locus have two nades give the Militia a fighting chance. |
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DeathwindRising
ROGUE RELICS
919
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Posted - 2015.03.10 11:24:00 -
[611] - Quote
Tesfa Alem wrote:CCP Rattati wrote:
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
100%. Whoa. 21 more meter range than the other HMG types. 63m range, out ranging most gallente rifles. Eats LAVs for breakfast, the kind of cowardly tankers that jump out with a heavy and a forge when their tank is in trouble can finish off a gunlogi and kill the pilot if he jumps out as well without changing weapons Goodbye boundless, good bye burst, there is a new king in town. The HMG is Dead, Long live the AMHG.
well if it's meant for AV, shouldn't it have crazy dispersion? it should have alot more recoil and a lot less accuracy. AND it should be given spool up time before firing |
Luther Mandrix
WASTELAND JUNK REMOVAL
440
|
Posted - 2015.03.10 11:33:00 -
[612] - Quote
DeathwindRising wrote:Tesfa Alem wrote:CCP Rattati wrote:
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
100%. Whoa. 21 more meter range than the other HMG types. 63m range, out ranging most gallente rifles. Eats LAVs for breakfast, the kind of cowardly tankers that jump out with a heavy and a forge when their tank is in trouble can finish off a gunlogi and kill the pilot if he jumps out as well without changing weapons Goodbye boundless, good bye burst, there is a new king in town. The HMG is Dead, Long live the AMHG. well if it's meant for AV, shouldn't it have crazy dispersion? it should have alot more recoil and a lot less accuracy. AND it should be given spool up time before firing What if AV HMG Weapon had a Armor/Sheild modifier that only affects infantry 50 % but keep its 100 % against vehicles |
The-Errorist
1091
|
Posted - 2015.03.10 11:40:00 -
[613] - Quote
jace silencerww wrote:I wrote this earlier and now I am adding to it. jace silencerww wrote:maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version. some of your prefit vehicles will need to be redone/fixed/changed with the CPU & PG mod changes due to the will not work even at maxed out skills. oh a big problem you need to fix the controls on ( "Nullarbor" Myron ) it does not fly correctly and before you say anything I can fly well. been flying dropships since open beta. I don't know if it is ok with m&kb but with the controller it always pulls the nose up you have to fight it to keep it down. maybe it was over looked when the fly mechincs or fly controls were changed. CCP will probably never fix them. I reported that problem on 2014.01.03 and CCP lied about going to fix it.
Suits, Tanks, a mode
|
Luther Mandrix
WASTELAND JUNK REMOVAL
440
|
Posted - 2015.03.10 11:59:00 -
[614] - Quote
https://trello.com/c/o4IG0w7m/500-militia-grenade-and-militia-bpo-grenade-increase-carried-to-two Can you increase Militia Grenades carried to Two carried. Proto Core locus carry two can we give the Militia a fighting chance. And AV Nades are being increased carried to Three. |
Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
3
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Posted - 2015.03.10 12:08:00 -
[615] - Quote
Sorry about the change subject, im concerned about the CPU/PG cost on the cloacks, while needed the new numbers wont change much the fitting issue. Doing the numbers, the previous CPU/PG of STD cloacks for rexample were 160/36 and the cost with the reduction with "with a lvl 5 scout" would be 40/9, with the new numbers it woud be 35/7.5 a reducion of 5/2.5 on CPU/PG which still wont give enough fitting options. Reducing CPG/PG even more could be a dangerous move with the exploit of it with other classes, so i think an extra reduction on CPU/PG of scout per level can do the trick, so the cost on the ADV cloack could be 40/9 (just an example that i would like), they are still expensive for an equipment but would let be doable to fit a cloack on scouts, more importantly at early levels. (2nd time post, previous 1 was totally ignored)
Caldari scout bonus sucks but i like to honor my name.
|
The-Errorist
1091
|
Posted - 2015.03.10 12:38:00 -
[616] - Quote
CCP Rattati has so far ignored these issues that are relevant to Hotfix Echo:
- For the starter fits, seems kind of redundant to have 2 fits with uplinks. The recon should have uplinks while the frontline gets nanohives to replenish their ammo. Would also like to see starter fits with more interesting weapons, like the mass driver.
Lying to people's faces when you said you were going to address the problem of speed penalties of 60mm plates being higher than 120mm plates.
- What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
- Why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from?
- Armor hardener vs shield hardener issues.
Suits, Tanks, a mode
|
Stefan Stahl
Seituoda Taskforce Command
1030
|
Posted - 2015.03.10 12:45:00 -
[617] - Quote
The-Errorist wrote:- What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
I've been wondering about that too. There's precisely zero utility in that change.
Also, I'm still bothered by the 40% armor hardeners. I'd still like to see an explanation as to why armor hardeners are going to be straight up better than shield hardeners. |
Sgt Kirk
Fatal Absolution Negative-Feedback
9805
|
Posted - 2015.03.10 13:16:00 -
[618] - Quote
Luther Mandrix wrote:
well if it's meant for AV, shouldn't it have crazy dispersion? it should have alot more recoil and a lot less accuracy. AND it should be given spool up time before firing
What if AV HMG Weapon had a Armor/Sheild modifier that only affects infantry 50 % but keep its 100 % against vehicles[/quote]
AMHG has less RoF by a long shot. It has around the same RoF of a magsec if I remember right. Also, less ammo until reload.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
|
Balistyc Farshot
The Exemplars RISE of LEGION
89
|
Posted - 2015.03.10 13:22:00 -
[619] - Quote
@Ratatiti I still didn't hear a response to my burst HMG never getting more accurate without over heating. If you answered this please let me know? Otherwise I expect the burst to become the shotgun of HMGs like I said earlier. Short bursts close range wide spray. Is that how the mechanic will work?
Heavy with a massive bullet hose called Lola (Burst HMG).
|
Tesfa Alem
Death by Disassociation
917
|
Posted - 2015.03.10 14:12:00 -
[620] - Quote
The-Errorist
[* wrote: What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
[/list]
At least this i can answer. Stats directly from the Market place
Heavy base scan profile is 60 db
Default vehicle scan is 50 db. But what about muh profile dampening? The answer is of course, to fit a scanner.
Vehicle scanner precision is:
Basic: 46 db Enhanced: 36 db Complex: 28 db
If you want to scan the majority of players in dust from your LAV then you have to invest some SP and get a decent scanner. If you don't you'll be driving blind for the most part, and thats your fault as the person responsible for not fitting scans rather than Rattati making base scans too powerful.
Redline for Thee, but no Redline for Me.
|
|
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
198
|
Posted - 2015.03.10 14:37:00 -
[621] - Quote
Regis Blackbird wrote:XxBlazikenxX wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is no big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. I think the AHMG should be slow firing and you should probably rename it to the "Breach" Heavy Machine gun however if you do bring down the ROF. Exactly my though as well ^ I would prefer a slow ROF monster which is hitting like a freight train. In fact, I wouldn't mind making it soo different it becomes a "new gun" (Auto-Cannon) instead of a variant of the HMG, with its own progression and skill tree. It can still share the model with the HMG, and will be only distinguishable by its sound. (Just a thought...)
I think this is best. I was under the impression the matari heavy AV Rattati had propose would be a new weapon, rather than an hmg variant. I think ccp should have some slightly different models at their disposal they could use for this, from back when guns were supposed to be customizable around a base frame
Sebiestor scout, MTAC pilot, Merc w/ a face
|
Spkr4theDead
Red Star.
3052
|
Posted - 2015.03.10 15:05:00 -
[622] - Quote
Greiv Rabbah wrote: Then please explain the interesting phenomenon i experience where a dropship swoops in, starts wreaking havoc, and then hits afterburner as soon as i fire a swarm and STILL flies straight up into the sky, perfectly evading all my missiles until they run out of fuel?
All missiles? No, that's not possible.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Spkr4theDead
Red Star.
3052
|
Posted - 2015.03.10 15:14:00 -
[623] - Quote
Tesfa Alem wrote:CCP Rattati wrote:
Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
100%. Whoa. 21 more meter range than the other HMG types. 63m range, out ranging most gallente rifles. Eats LAVs for breakfast, the kind of cowardly tankers that jump out with a heavy and a forge when their tank is in trouble can finish off a gunlogi and kill the pilot if he jumps out as well without changing weapons Goodbye boundless, good bye burst, there is a new king in town. The HMG is Dead, Long live the AMHG. That's because the HMG is better than the large blaster.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Spkr4theDead
Red Star.
3052
|
Posted - 2015.03.10 15:16:00 -
[624] - Quote
What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Takahiro Kashuken
Red Star.
4099
|
Posted - 2015.03.10 15:20:00 -
[625] - Quote
I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 |
Bright Cloud
Namtar Elite Gallente Federation
860
|
Posted - 2015.03.10 15:20:00 -
[626] - Quote
Keep the AHMG damage as proposed, if you want to break the threshold on tanks/dropships use av grenades/flux to stop the recharge and then start shoting the AHMG. We dont want to make everything supereasy. And if you want to shot dropships down then use a sleek av grenade first. They can be thrown really far and have a large area where the homing feature gets triggered.
Bright is the opposite of dark! Who would have thought of that?!
|
The-Errorist
1095
|
Posted - 2015.03.10 15:24:00 -
[627] - Quote
Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet. CCP is working on a hotfix to apply to this current build and they chose to continue letter based naming convention from past hotfixes.
Also Echo is what comes after Delta and there was never a hotfix named "Hotfix Echo" before, so it makes sense to call this one that.
Suits, Tanks, a mode
|
Echo 1991
Titans of Phoenix
749
|
Posted - 2015.03.10 17:58:00 -
[628] - Quote
Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. |
voidfaction
Nos Nothi
1271
|
Posted - 2015.03.10 18:06:00 -
[629] - Quote
Echo 1991 wrote:Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. why shouldnt it? I only leveled it to 5 for the extra cpu.
noi¦Ü+ö+Æßû+(V)Fac¦Üion
|
Kaeru Nayiri
Ready to Play
590
|
Posted - 2015.03.10 18:43:00 -
[630] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. 50? Does that mean a tact ar could stop shield regen? That's a bit much Rifles have 1% efficiency against vehicles (or thereabouts) so can inflict no damage. AHMG has 100% in Hotfix Echo.
Many shield vehicles would suffer at long range from Blaster installations if the shield threshold is brought down too low. If anything, up the damage of the AHMG would be my suggestion. OR accept that they must not be able to break the shield regen and use homing flux grenades. Both seem interesting.
Know what cannot be known.
|
|
duster 35000
Algintal Core Gallente Federation
372
|
Posted - 2015.03.10 18:46:00 -
[631] - Quote
The-Errorist wrote:CCP Rattati has so far ignored these issues that are relevant to Hotfix Echo:
- For the starter fits, seems kind of redundant to have 2 fits with uplinks. The recon should have uplinks while the frontline gets nanohives to replenish their ammo. Would also like to see starter fits with more interesting weapons, like the mass driver.
- Why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from?
- 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.
- Fall damage.
Lying to people's faces when you said you were going to address the problem of speed penalties of 60mm plates being higher than 120mm plates.
- What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
- Will there ever be a reduction of the terrible vehicle hardener glow? That issue goes hand-in-hand with the success of the new gunner tanks
- Armor hardener vs shield hardener issues.
- Shield boosters being faulty. Change them to give same amount of HP, but have something like 5 pulses that are spaced 0.2 seconds apart.
Anything but a proto MD is useless...especially the militia one...
Molestia approved
|
Kaeru Nayiri
Ready to Play
590
|
Posted - 2015.03.10 19:09:00 -
[632] - Quote
The-Errorist wrote: [...]
Shield boosters being faulty. Change them to give same amount of HP, but have something like 5 pulses that are spaced 0.2 seconds apart.
I would really prefer they work properly rather than just change their function. If they are still faulty, even with your current system you could lose 2 or even 3 out of the 5 boosts if used while taking swarm damage as the hits arrive in succession.
I don't MIND a change in operation, however fixing their broken behavior should be the top priority
Know what cannot be known.
|
Echo 1991
Titans of Phoenix
749
|
Posted - 2015.03.10 21:19:00 -
[633] - Quote
voidfaction wrote:Echo 1991 wrote:Any chance you could change the Ion pistol fitting optimisation skill Rattati? It really shouldnt reduce cpu. why shouldnt it? I only leveled it to 5 for the extra cpu. I think if they do change it they should lower the base cpu and raise the base Pg so it still comes to the same number. I already have 2 sidearms (bolt pistol, smg) that is std 15cpu 3 pg that has pg optimization. I do not need another one. There is only 2 sidearms that has cpu reduction only 1 light weapon. I think more need cpu reduction than pg reduction. It uses 10pg at proto, and 48 CPU. My suits never go over on CPU. Every other sidearm, except the flaylock gets a pg reduction, so the ion pistol should have the same treatment. |
Supernus Gigas
The Cooked Goose Coalition
1159
|
Posted - 2015.03.10 21:38:00 -
[634] - Quote
Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet.
You and Clone D are my favorite forum posters.
You two just have such a... unique style posting.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVING CLONE BURGERS TONIGHT, BOYS!
|
Ralden Caster
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2015.03.10 22:07:00 -
[635] - Quote
Will the medic fits still have the assault rifle?
I kill Knives of Nova with Shotgun of MIGHTY.
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:19:00 -
[636] - Quote
Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet. It'll be coming up soon. Well not regular soon, but "CCP" soon if you know what I mean.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:20:00 -
[637] - Quote
Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Well actually, I'd say it is a "little" vehicle nerf. (LAV)
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:21:00 -
[638] - Quote
Bright Cloud wrote:Keep the AHMG damage as proposed, if you want to break the threshold on tanks/dropships use av grenades/flux to stop the recharge and then start shoting the AHMG. We dont want to make everything supereasy. And if you want to shot dropships down then use a sleek av grenade first. They can be thrown really far and have a large area where the homing feature gets triggered. Although I do think it should at least break the LAV shield recharge threshold.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:24:00 -
[639] - Quote
The-Errorist wrote:Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet. CCP is working on a hotfix to apply to this current build and they chose to continue letter based naming convention from past hotfixes. Also Echo is what comes after Delta and there was never a hotfix named "Hotfix Echo" before, so it makes sense to call this one that. Yep.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:25:00 -
[640] - Quote
Echo 1991 wrote:Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. I also agree with it, I think the Optimization skill should reduce PG/CPU according to which one takes the most according to that weapon.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
|
XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:28:00 -
[641] - Quote
voidfaction wrote:Echo 1991 wrote:Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. why shouldnt it? I only leveled it to 5 for the extra cpu. I think if they do change it they should lower the base cpu and raise the base Pg so it still comes to the same number. I already have 2 sidearms (bolt pistol, smg) that is std 15cpu 3 pg that has pg optimization. I do not need another one. There is only 2 sidearms that has cpu reduction only 1 light weapon. I think more need cpu reduction than pg reduction. Not true in my case, one of the top reasons I can't run full proto is because I run out of PG. Not CPU. Of course then I just run a Advanced Nanohive and all my problems are fixed.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
Baal Omniscient
Qualified Scrub
2188
|
Posted - 2015.03.11 00:49:00 -
[642] - Quote
Kaeru Nayiri wrote:
Many shield vehicles would suffer at long range from Blaster installations if the shield threshold is brought down too low. If anything, up the damage of the AHMG would be my suggestion. OR accept that they must not be able to break the shield regen and use homing flux grenades. Both seem interesting.
My assault suit's regen is broken by an SMG from half a mile away, as long as that persists I have no issues with shields on vehicles losing regen from one of the few things in the game that can damage them.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17566
|
Posted - 2015.03.11 01:46:00 -
[643] - Quote
Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
Can't really argue with you there.
We've still not heard about the skill tree being fixed and actually worth the time of day.
Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for].
Finally still no word on attempt to form racial vehicle parity.....
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
|
|
CCP Rattati
C C P C C P Alliance
18316
|
Posted - 2015.03.11 02:07:00 -
[644] - Quote
True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity.....
What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you.
1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful.
Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly.
"One giant vehicle nerf with more power to AV", you have got to be kidding...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Intara Direct Action Caldari State
2627
|
Posted - 2015.03.11 02:12:00 -
[645] - Quote
CCP Rattati wrote:
"One giant vehicle nerf with more power to AV", you have got to be kidding...
Will you show us a tank build that has equivalent HP to current tanks?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Nocturnal Soul
Primordial Threat
5807
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Posted - 2015.03.11 02:13:00 -
[646] - Quote
O_O everyone shut up and just node your head for now on.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17569
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Posted - 2015.03.11 02:33:00 -
[647] - Quote
CCP Rattati wrote:True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity..... What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you. 1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful. Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly. "One giant vehicle nerf with more power to AV", you have got to be kidding...
I do appreciate what you are attempting to do CCP Rattati despite how it appears and I do realise you have development constraints that prevent you from making what I would assume are some more drastic changes to the game.
I wholly understand and can accept that, and for the most part have dealt with all the "ill feelsies" that I used to have, and more importantly I do understand this is your show, your development, your ideal.
Now I consider myself to be one of those individuals who attempted to provide constructive feed back on the subjects of vehicle balance and was also in contact with guys like Pokey, Thaddeus, and Breaking who all submitted proposals to you as they were coming up with them bouncing around ideas and what not.
While I won't go so far as to say one great big vehicle nerf I still think that some of the options that are up for consideration and change are not addressing the core issues of the game and are a little off. I won't address them here since that would be derailing [hehe since when have I been afraid to derail] .
As for the stages of development..... well you have me there I just suppose after almost two years that significant change would have come to pass and to some degree I am not as patient with the process especially when after months of threads was never engaged on the subject of racial vehicles and simple "No go buddy boy" would have sufficed.
Again I oft feel like the manner in which I post coveys a passion for the subject as anger or negativity which is not the intent.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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Aeon Amadi
Chimera Core
8959
|
Posted - 2015.03.11 02:33:00 -
[648] - Quote
CCP Rattati wrote:True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity..... What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you. 1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful. Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly. "One giant vehicle nerf with more power to AV", you have got to be kidding...
If it's any consolation, I probably am one of the ones that gives you the most kitten when it comes to anything even remotely related to Dust 514 and even -I- thought this was a logical way to go about things; was extremely satisfied with how you went about this.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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LudiKure ninda
Dead Man's Game RUST415
233
|
Posted - 2015.03.11 02:55:00 -
[649] - Quote
I think CCP youre douing a god job,with vehicles
I cant wait to finaly sit my ass back in surya and sagaris once they are introduced
Keep up the good work o7
( -í° -£-û -í°)
Send your isk here!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2557
|
Posted - 2015.03.11 02:56:00 -
[650] - Quote
Personally, vehicles look like they'll manage. But maybe now Swarms could use a small nerf since we will have other viable AV options.
I still think swarms should have relatively low DPS compared to other AV options, even if they can only be used on Vehicles. The Skill:Power is still super messed up for them, and the Plasma Cannon will still be underrepresented.
Home at Last <3
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17570
|
Posted - 2015.03.11 03:26:00 -
[651] - Quote
True Adamance wrote: Firstly I apologise it was an unkind and poorly thought out knee jerk reaction born of a long practised negativity. I do genuinely appreciate what you and your guys are doing, especially tackling vehicles, and engaging us on the subject. And though I do appreciate it I do have a few concerns that I'll voice else where. The latter comment was as previously mentioned passion for a specific kind of gameplay masquerading as something it was not.
I don't mean to sound ungrateful even though I suppose is very much so do.....not so easy to detach as I previously told myself it was and I certainly don't mean to be discouraging.
The changes are a good start, I do hope you build on them and we can see some real change.
Figured the post had already been seen after the edit.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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CCP Rattati
C C P C C P Alliance
18322
|
Posted - 2015.03.11 03:34:00 -
[652] - Quote
True Adamance wrote: True Adamance wrote: Firstly I apologise it was an unkind and poorly thought out knee jerk reaction born of a long practised negativity. I do genuinely appreciate what you and your guys are doing, especially tackling vehicles, and engaging us on the subject. And though I do appreciate it I do have a few concerns that I'll voice else where. The latter comment was as previously mentioned passion for a specific kind of gameplay masquerading as something it was not.
I don't mean to sound ungrateful even though I suppose is very much so do.....not so easy to detach as I previously told myself it was and I certainly don't mean to be discouraging.
The changes are a good start, I do hope you build on them and we can see some real change.
Figured the post had already been seen after the edit.
It's all good, it's just truly frustrating to me personally when pillars of the community take a ride on the hate-train when I have finally learned (somewhat) to live with the existence of said train.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
445
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Posted - 2015.03.11 03:35:00 -
[653] - Quote
! Wha--... CCP is still replying to these relentless posts?
CCP Rattati, I can't believe you're still diligently trying to respond to our so called "Feedback" remarks---this thread in 32 pages already, and the topic being condemned is a Hotfix that HASN'T EVEN BEEN GIVEN A COMMENCEMENT YET.
Of course it's mostly condemning stuff---LOL, can kind words and thanks ever last beyond 5 pages of any thread? The only folks hanging around after Page-2 of congrats (and maybe a page or so of insightful observations) are driven folks who want to condemn something, or rewrite what you created so they've made it "obviously better", or get a refund on the ticket their double-parked Baloch received during the first part of your Announcment.
Rattati, just take a bow and stop responding. Go get a last cup of coffee, share a congratulations with your staff on what is at the least a champion step in the vehicle puzzle solution. Just reading the Hotfix notes on page 1 of this thread shows that you've bloody well earned top marks. There are no real accolades and fruitful material left in these 30 + leftover pages. None of this is useful until after the changes get going.
So now, YOU ought to just get going, ditch this thread. Time to grab a few fellas from the office--- ---All of you pile into one car... Go get some Girls!
I wouldn't be sitting around in this kind of feedback after-party---are you nuts?
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
133
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Posted - 2015.03.11 03:45:00 -
[654] - Quote
The-Errorist wrote:jace silencerww wrote:I wrote this earlier and now I am adding to it. jace silencerww wrote:maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version. some of your prefit vehicles will need to be redone/fixed/changed with the CPU & PG mod changes due to the will not work even at maxed out skills. oh a big problem you need to fix the controls on ( "Nullarbor" Myron ) it does not fly correctly and before you say anything I can fly well. been flying dropships since open beta. I don't know if it is ok with m&kb but with the controller it always pulls the nose up you have to fight it to keep it down. maybe it was over looked when the fly mechincs or fly controls were changed. CCP will probably never fix them. I reported that problem on 2014.01.03 and CCP lied about going to fix it.
come you fix the dropships due the the PG & CPU mods changes? can you answer these questions please |
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CCP Rattati
C C P C C P Alliance
18322
|
Posted - 2015.03.11 03:46:00 -
[655] - Quote
Never seen finer words to end a thread. We are closed and further feedback can be given after deployment.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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