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Thread Statistics | Show CCP posts - 6 post(s) |
Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 21:33:00 -
[1] - Quote
Fox Gaden wrote:Breakin Stuff wrote:CCP Rattati wrote:shaman oga wrote:Any chance to have a little AoE back (2-3 meters) with large rails? Increased heat build up is a very huge nerf, heat sink are on high slots wich means less HP-regen-hardener, i think a little AoE would improve our experience. back? it's been zero for many months As long as vehicle turrets deal little/no splash then there's really no point in retaining the sentinel splash resistance. All it does right now is make them more or less immune to grenades and mass drivers or plasma cannon splash. If the heavy cannon turrets splashed it'd justify keeping it IMHO. I have been killed by enough mass drivers recently to not want to face them without the 25% resist... I don't think the introduction of Explosive Resistance had anything to do with Vehicle splash damage. I have issues with MDs now, and I run a fast suit that is almost always in motion.
Jack-of-most-trades, master of one.
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Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 22:09:00 -
[2] - Quote
Isa Lucifer wrote:CCP Rattati wrote:MINA Longstrike wrote:Myofibrals are providing the same bonus to jump height that they do to melee efficacy.
I want to do a little bit more testing on it rattati, but I believe the stacking penalty is applying correctly, it's simply the base numbers themselves being wrong/too high.
Also given that there is a vocal contingent of people that do like some of it, and myself being undecided (I think there is some emergent gameplay that can be had from these, I just think that right now the benefits drastically outweigh the drawbacks) maybe there should be some sort of equipment that allows temporary increases to jumping - ala cloak field, you hold it out and activate it and then take a second or two to swap back to regular weapon. Yes, we may indeed lower the myofibs, and have a fixed jumpheigh jumppack equipment, later, we will study this for the time being. I love you man. You saw the video about Halo 5, the multiplayer and jetpack. I fudging love you. BTW. I was playing yesterday with my fellow PCLAS mercs and I was shooting at this guy and he jumped 5 FEET IN THE AIR! I yelled on coms "What the ****!. lol. And then he killed me with a flaylock pistol. An interesting idea would be to consume a large amount of stamina for a big jump like that. Maybe a good idea (at least for me) Only 5 feet? My min scout jumps at least twice that when I fit three basics, and most people who stack them appear to jump significantly higher than that.
Jack-of-most-trades, master of one.
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Finn Colman
Immortal Guides Learning Alliance
152
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Posted - 2015.03.17 22:39:00 -
[3] - Quote
WeapondigitX V7 wrote:Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. If I ambush a tank properly, it will be running for cover in a hurry, one PLC shot and three AV 'nades was enough for me to bring one HAV to a sliver of armor. I was too excited at the moment to notice what kind of HAV it was.
I think it was a Caldari SHAV... but I'm not sure.
Jack-of-most-trades, master of one.
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Finn Colman
Immortal Guides Learning Alliance
160
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Posted - 2015.03.26 21:39:00 -
[4] - Quote
Vesta Opalus wrote:The dark cloud wrote:Vesta Opalus wrote:CCP Rattati wrote: 7)small blaster dispersion reduction
Check out this fix idea for small blasters being useless: threadBasically add a small aoe burst to small blaster turrets to make them usable on dropships. Mite b cool the small blaster is currently useless cause CCP messed up introducing the inversed dispersion. And no to splash damage on a fully auto turret. I dont care why its messed up, Im interested in making it work though, and I think a small addition to aoe on the small blaster would make it usable on dropships in a real way, which would be cool. FTFY
The blaster is already useless with the 0.5 m splash it has now.
Jack-of-most-trades, master of one.
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