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Thread Statistics | Show CCP posts - 6 post(s) |
Velvet Overkill
SI6MA Learning Alliance
132
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Posted - 2015.03.13 22:15:00 -
[61] - Quote
This thread needs to be stickied ASAP.
Haerr wrote:Can you take a look at reintroducing nanos and overdrives for vehicles? A lucky few of us still have overdrives in our assets and yeah, they should be properly reintroduced.
Fox Gaden wrote:CCP Rattati wrote: 1) AHMG accuracy and range, plus heat decrease maybe
It sounds awesome now, but it would be nice to be able to have the bullets actually hit the target at a decent range, so the weapon would be effective on open maps, particularly with the range reduction of the other HMG's. I agree, the inverse dispersion on the aHMG should actually work and be a bit better than other HMGs. |
Kallas Hallytyr
Skullbreakers
1383
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Posted - 2015.03.13 23:13:00 -
[62] - Quote
Bright Cloud wrote:Honestly the melee mods allow you to places that where dropship exclusive previously, however that comes of the price of sacrificing all highslot for this single purpuse. For example on the map biomass you can access most of the roofs as a scout/assaults and actually flank the annoying roofcampers with a shotgun. It adds another layer to the game and gets rid of the usual scrubbyness. Yay, let's further invalidate dropships![/sarcasm]
Alt of Halla Murr. Sentinel.
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D3LTA Blitzkrieg II
0uter.Heaven Back and Forth
247
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Posted - 2015.03.14 00:21:00 -
[63] - Quote
The melee mods were funny day one, but honestly its starting to get old. Reduces the effective use of dropships and the need to maintain high ground. If they dont get tweaked i cant see myself playing this game much longer. HALO/Destiny style like gameplay is not my cup of tea. I always knew CCP loved to troll but this is a bit overboard
The changes to vehicles are nice. But i cant agree with the decision to remove vehicles from ambush. On some of the bigger maps in OMS it was nice to have the option of a tank or ADS in order to help cross the no mans land. Now matches are more stale. Less variety and practically no use for mandos in ambush anymore. I understand the installation buff and the limitation on the vehicle quota, but completely regulating 1 third of the total game modes is kinda lame.
Very disappointing to see logis get shafted yet again with the equipment. 1 assault can now carry enough hives for a entire squad. 6 k2 nanos can sustain a pretty good amount of core nade spam :P
The unintended nerf to pythons could have been avoided if the ADS skill gave a passive buff to fitting of shield hardeners. That way on a tank the hardeners could have a hefty price, while leaving the pythons unaffected.
There is always rage in the first week of a hotfix, but i have to say I am very disappointed. More disappointed now then i was with aurumlords. That barge is after your real life iskies yo!
Running out of fuks to give
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Radec fett
34
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Posted - 2015.03.14 01:12:00 -
[64] - Quote
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.
Does this mean that we might get a jump pack in the future? if so that would be a lot better than myofibrals, it will look so much cooler to.
/Gûá\ GåÉmakeshift jump pack design. Gåô Gåô _________
|Gûá|GåÉclosed jump pack
/Gûá\ GåÉ activated jump pack
Freedom is a right! I would give my life to free the minmatar. For The Republic!!
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WeapondigitX V7
The Exemplars RISE of LEGION
276
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Posted - 2015.03.14 01:39:00 -
[65] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
I just noticed that std, adv, and proto vehicle armor hardeners have 40% hardening, but the militia armor hardeners have 25% hardening stats. Please fix the militia armor hardener stats by giving them 40% armor hardening.
militia shield hardeners also have 40% shield hardening, buffing the militia armor hardeners would give new players a better understanding and idea of how to fit armor tanks.
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AndyAndio
0uter.Heaven Back and Forth
168
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Posted - 2015.03.14 03:14:00 -
[66] - Quote
CCP Rattati wrote:
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
This kind of things happens every update/hotfix, seriously who would put shield regulators on the highs... Do you guys hired a new janitor?
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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KalOfTheRathi
Nec Tributis
1432
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Posted - 2015.03.14 04:58:00 -
[67] - Quote
My alt spent the 2.4M SP to get into the single turret tanks.
Guess what showed up, regardless of which tank she dropped? Yep, every single one of the freaking pieces of junk came with three turrets. Wow, absolutely amazing that the only reason to upgrade is actually - incorrectly shown in the fittings menu. Surprise here are the Blue Belle CPU/PG/ammo wasters babysitter seats anyway.
Unbelievable. The only thing I need to know is which is the mistake? Not showing up in the fittings menu or actually still being on the tank? Also, considering this classic foul up I don't know if the Gunni and Maddy higher level versions are supposed to be one or three seats. Because they show up in the fittings menu as three. Which I still don't want.
The issue for me and extra turrets is I don't want them. My other game was two options. Not two disguised as four. The only real difference is still Shield tank versus Armor.
Hmm, makes me think of Sherlock Holmes, 'the game is afoot'. Cause it ain't in a tank. Give us a ping when the game matches the patch notes.
Good Luck.
Later.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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shaman oga
Dead Man's Game
4150
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Posted - 2015.03.14 09:18:00 -
[68] - Quote
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 Yes, but with the possibility to fire 4 times, it was possible to use a rail and defend yourself from infantry, it was basically a skilled version of the sniper rifle. With only 2 shots before overheating and no splash is too difficult to hit infantry when they come close, have 2 little turrets does not always mean we have passengers helping us, i think it's not fair that the only option is to flee. In current state of things a LITTLE aoe would not be gamebreaking, i agree that when there was old aoe, it was too easy, but values can be balanced.
When i'm approaching a tank as AV and i see a rail turret, i go without any fear and in most of the cases i came out of the encounter without a scratch, that should not be so certain.
Pimp my Barge
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Kain Spero
Negative-Feedback.
4748
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Posted - 2015.03.14 13:27:00 -
[69] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
This seems like a reasonable set of changes .
Thank you for not going full hog on the Droplink carry multiplier as I think it would have resulted in the opposite of the droplink change goals.
Just as a heads up something weird happened to the dropship's fitting. I haven't dug into it but a lot of my fittings after echo landed went invalid and I don't get why.
For the myofibs I guess I could see maxing it at 3, but I think 4 allows to get to counter a lot a particularly nasty camping spots without having to use a Dropship. One of these namely being the Catwalks on the orbital artillery map. Please consider topping them off at 4. The affect on Planetary Conquest feels very positive right now.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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MINA Longstrike
Kirjuun Heiian
2371
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Posted - 2015.03.14 14:07:00 -
[70] - Quote
Kain Spero wrote: This seems like a reasonable set of changes .
Thank you for not going full hog on the Droplink carry multiplier as I think it would have resulted in the opposite of the droplink change goals.
Just as a heads up something weird happened to the dropship's fitting. I haven't dug into it but a lot of my fittings after echo landed went invalid and I don't get why.
For the myofibs I guess I could see maxing it at 3, but I think 4 allows to get to counter a lot a particularly nasty camping spots without having to use a Dropship. One of these namely being the Catwalks on the orbital artillery map. Please consider topping them off at 4. The affect on Planetary Conquest feels very positive right now.
Your dropships went invalid because they played around with module cpu/pg costs. I had a number of dropships that ended up going over on PG by like 6.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5322
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Posted - 2015.03.14 14:13:00 -
[71] - Quote
CCP Rattati wrote:
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
Kindly don't. 4 is the best number for getting to second story rooftops without completely hanging in the air like a fool. Your game will be greatly diminished if you remove the ability to do this. Just increase stamina cost per long jump to halt continuous bunny hopping.
Usually banned for being too awesome.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
515
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Posted - 2015.03.14 15:08:00 -
[72] - Quote
Tesfa Alem wrote:Question about tank fitting: I was under the impression that tanks should be able to fit all modules and one lower module of the same tier.
Instead, I have to fit a complex PG upgrade to fit 3 adv modules and a adv turret and the rest basic on my ADV Armor tank.
I have to fit a complex Pg and a complex CPU to fit 3 ADv modules and an ADV turret on my ADV shield tank.
Tank fitting space is insuffiecient,
EDIT: Large missiles are also a disaster now. By significantly increasing the delay between missile volleys they are no longer high alpha weapons.
if you want complex fitting you have to put a lot of sp in to the fitting optimization skills.
with armour/lrge blaster profs at 5 and small blaster prof at 3 and hav operation 5 you can make a madrugar like this:
madrugar gv.o
ion cannon 2xstd blasters
complex heavy rep complex light rep complex armour hardner complex 120mm plate complex blaster damage amp complex heat sink basic fuel injector.
working towards sml blaster prof 5 to see if I can upgrade either the small blasters to 2x neutrons or the basic fuel to enhanced. power grid is full atm so iam assuming iam going to need sml blaster prof 5.
Elite Gallenten Soldier
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3220
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Posted - 2015.03.14 18:03:00 -
[73] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
Love all the changes you propose, especially the equipment. That being said, I very much dislike any max amount on myofibs. It is only when using a lot of them stacked that you can really vault around, you have to use a lot of slots to achieve this and it takes away a lot of hitpoints and or damage that the suit may have otherwise had.
If you feel that it must be more balanced than have them negatively affect the suit in another area perhaps, or fix the stacking penalty.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12142
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Posted - 2015.03.14 18:47:00 -
[74] - Quote
Please add this https://forums.dust514.com/default.aspx?g=posts&t=196244&find=unread
KAGEHOSHI Horned Wolf wrote:Remember this?Please go through with the remote explosive changes you had planned. By which I am referring to the plan of not only adding packed REs with high damage and low splash (already done), and also increasing the arm time of regular REs to 5 seconds. The current regular REs are still being abused as grenade frisbees instead of just being used to set traps. I could go in detail and explain why it is a balance issue, but others have already done so, and I think the problem with rapid-detonating 1K+ damage is explosively obvious.
I also would like to point out the range amps are pretty much useless. Even on a lv 5 Caldari scout only gains 5 meters of middle ring range from a complex range amp. Please use the tweak as an opportunity to fix it. https://forums.dust514.com/default.aspx?g=posts&m=2657280
The-Errorist wrote:Trello card to voteRight now range amps are pretty useless; proto range amps on a cal scout gives 5m to medium, 6m to far passive scan range, and on other suits it's less. To fix that they should give larger bonuses like these: Complex: 35% Advanced: 25% Standard: 15% Here's an interactive (spreadsheet) to see what would happen to the ranges if you stacking them, tweak amp strength, range amplification skill level, and change base range.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5399
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Posted - 2015.03.14 20:33:00 -
[75] - Quote
MINA Longstrike wrote: As for myo's, I have to disagree with you, I think they should probably be hard-capped at two, and then a piece of equipment introduced that functions similarly to the cloaking device (in terms of weapon swap delays) that dramatically increases jump height.
This. Mirofibs should be for transversing rough terrain by jumping over small obstacles you normally could not get over. Jump packs should be for reaching high elevations such as the tops of buildings and over larger walls.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5329
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Posted - 2015.03.14 22:04:00 -
[76] - Quote
Pokey Dravon wrote:MINA Longstrike wrote: As for myo's, I have to disagree with you, I think they should probably be hard-capped at two, and then a piece of equipment introduced that functions similarly to the cloaking device (in terms of weapon swap delays) that dramatically increases jump height.
This. Mirofibs should be for transversing rough terrain by jumping over small obstacles you normally could not get over. Jump packs should be for reaching high elevations such as the tops of buildings and over larger walls.
Jump packs don't exist. Until they do, let's not remove what is a fun dynamic from the game.
Usually banned for being too awesome.
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Banjo Robertson
Random Gunz RISE of LEGION
482
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Posted - 2015.03.14 22:43:00 -
[77] - Quote
I for one love the new Mifib effect, I only have one suggestion, increase the jumping bonus for each individual module, and somehow code it that only one or two modules increase your jump height, with any others put on just giving you a bonus to melee damage.
Plus, some kind of maximum jump height ceiling based on the ammount of armor your suit has. No matter how buff you get you still have to jump with all that weight on you.
The way I see things, one module should give you somewhere around 150% bonus to your jump heght at proto with skill bonus, giving you 250% normal jump height. And maybe there's a solid cap at 400% normal jump height that is reached with 2 complex modules, or three enhanced modules.
But, thats just how I see things, I'd love it that way, because every suit would be able to take advantage of really good jumping, instead of just the suits with 4 or 5 high slots. |
Kallas Hallytyr
Skullbreakers
1385
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Posted - 2015.03.14 23:15:00 -
[78] - Quote
[quote=Himiko Kuronagalet's not remove what is a fun dynamic from the game.[/quote] Fun for one is not fun for another. I, for one, really dislike the stupid jumping.
Fun is not a constant factor applicable evenly across the board.
Alt of Halla Murr. Sentinel.
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Funkmaster Whale
Whale Pod
2917
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Posted - 2015.03.15 01:39:00 -
[79] - Quote
Ok so, I think being given more freedom in terms of movement pretty much improves any game. Nothing is more frustrating in a game than it telling you "sorry you can't go here" when it's object that's like knee-high that is standing in your way.
That said, I really think since we don't have "vaulting" that we should increase jump height across the board by like 10-20%. One of the biggest survival tools that Scouts and some Assaults have is being able to jump over those little railings that run across the catwalks in certain maps. You encounter a Heavy on those catwalks and you have two options (a) jump over the railings (b) die. Those suits that can't manage to jump over waist-high railings usually end up as fodder.
The Myofibs would have to be slightly nerfed to compensate I think, but I think pretty much everyone would love to be able to jump just a little bit higher. It seems completely unreasonable that a future-tech mercenary isn't able to vault over a railing that's waist high. Things like climbing, vaulting, sliding, etc. will very likely never be added to this game, so at least give us a bit more freedom with what we've got.
Follow me on Twitch.tv!
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Zaria Min Deir
0uter.Heaven Back and Forth
1231
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Posted - 2015.03.15 06:53:00 -
[80] - Quote
CCP Rattati wrote: 1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
Re: AHMG. Heat decrease is a good start on it. I would entreat you consider any changes to ranges and accuracy carefully; the weapon needs improvements against vehicles, surely, but not too much against infantry.
Thank you for actually putting the equipment count on this list, looking forward to seeing it fixed.
As for myofibs. I understand that capping the number is the easiest solution, and would be welcome as a temporary measure, at least. But do consider trying to fix the stacking penalty, it is somewhat odd to have one module of this nature that doesn't have a stacking penalty, when all other percentage based ones do, at least that is what I have always been led to understand. Maybe some small adjustments to the base suit jump heights, to the bonus given by the module and/or the stamina cost of boosted jumps, would leave the myos in a good place once stacking penalties work. In the meanwhile 3 sounds like a reasonable cap, as these modules were in my understanding meant to enable better mobility, not flight.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
168
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Posted - 2015.03.15 07:44:00 -
[81] - Quote
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)
Amarr Victor
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KingBabar
Negative-Feedback.
2812
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Posted - 2015.03.15 11:05:00 -
[82] - Quote
The problem with reducing the myofs to max 3 carried, is their usage as actual melee modules.
I used 5 of them with 2 kincats yesterday, I got many games with around 20 melee kills. Yes, I died a lot, especially due to fall damage, my fit only has 350 HP, and loses about 150 hp everytime it jumps on flat ground...
Reducing Myos jump efficiency / stacking penalty for jumps will not hamper the possibilty to make hard hitting melee fits, doing it the lazy way and making it max 3 does.
Please reconsider doing it that way, a little more time with superman syndrome just gives us something to get nostalgia about later on...
Spkr4theDead wrote:
Says the guy that was quitting the game because CCP were nerfing fused locus grenades.
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Operative Mechcondrid
New Age Empire.
2
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Posted - 2015.03.15 13:14:00 -
[83] - Quote
ok is no one else severely irritated that the skill multiplier increase on hav has effectively lock their char progression with a aprox. 850K sp deficit? this was not the way to handle the increase. i know there are others with the same issue as me ( i had over 850K in sp debt because of this, i had to buy 2 passive boosters just to get it back to ~700k last night) the reasonable way to handle this since i doubt anyone will go back post-patch and redo skill allotments to remove the debt, is to give those who have leveled up hav to level 3/4 or higher a free skill tree reset; because frankly halting skill progression for weeks (months if you dont buy boosters) is a EXCEPTIONALLY good way to drive off players.
an official response really is needed on this..... |
Greiv Rabbah
M.T.A.C Assault Operations Command
258
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Posted - 2015.03.15 18:17:00 -
[84] - Quote
DarthJT5 wrote:Do you ever sleep? I doubt it. Always in the forums or in game or on trello or on twitter. Rattati is not a single person, rattati is a faceless group manipulating the game from within the shadows. Like the mittani. Jk, rattati is nothing like the mittani, but he is a beast! Also rattati please can OMS have its queue back? Or its OMS back?
Sebiestor scout, MTAC pilot, Merc w/ a face
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MINA Longstrike
Kirjuun Heiian
2385
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Posted - 2015.03.15 18:58:00 -
[85] - Quote
Thundergroove has provided numbers from an SDE export that show that myo's technically have correct percentile increases, don't get a bonus from the myofibril skill and DO have a stacking penalty... however because jump height is calculated based off jumping SPEED and that is what the module affects it doesn't nicely translate into linear gains.
Even if myo's were hardcapped at two there'd still be pretty crazy jumping going on on assaults and scouts because of how percentile increases work. It might almost be best to hardcap myo's at one and increase their values on jumping to somewhere around 30-35% at complex, and dramatically increase the amount of melee damage they give.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1875
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Posted - 2015.03.15 20:56:00 -
[86] - Quote
Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose .
Doubts are like flies and should be treated as such and crushed .
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DarthJT5
Random Gunz RISE of LEGION
321
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Posted - 2015.03.15 20:57:00 -
[87] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5423
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Posted - 2015.03.15 21:35:00 -
[88] - Quote
DarthJT5 wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Regulators should stay in the high slot and stabilizers should remain in the low slots or else they will be seldom used , or better yet , you will see more Cal HAV's using blasters and Gal using rails .
Mark my words .
Leave them where they are because switching them would just defeat the purpose . Actually, I would be using regs all the time if they were low slots, but I do agree with the dispersion mod thing. It needs to be low slot because low slot has nothing
The whole point of the regulator was to give shield tankers something to put in their lows to increase defense that isn't an armor plate.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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VALKO CALDARI
Academy Inferno Camp
67
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Posted - 2015.03.15 22:08:00 -
[89] - Quote
Hello Rattati, Here are my thoughts about tank balance.
1. Shield tanks too weak against armor: 2. Shield tanks have not enough PG/CPU 3. Shield Resist has less duration time, longer cool-down and equal resist amount to armor - unbalanced. I believe 60% is perfect. Please remember that Armor tanks has repair rate up to 305 HP per sec under 40% resist. Shield? 4. Missile launched looks weaker, but you can manage with DMG mode and co-op play. 5. Armor advance and proto tanks has small power difference against high price difference. I suggest to make resist gradation for STD / ADV / PRO for armor 20% / 30% / 40% and for Shield 40% / 50% / 60% 6. Plasma overpowered especially against shields. Please consider expert bonus + Damage modifiers + bonus against shiels, isn't to much power for one with price 200k VS 1.2mil? 7. Three AV reminds me old times when you take logi car drives towards tank ... tank dead. If you do not have resist, 3 Lai Dai will send you back to heaven... sorry to the MCC. 8. Ammo modules looks useless, so think to decrease, even more ammo allowance. Let the drivers to use modules and upgrade ammo skills. By reducing basic ammo numbers Armor tanks will have more fire power (damage module), but less ammo, so to carry more ammo they will lose some HP (let players to choise). Shield tanks have other way around, it can have more ammo, but less or none damage modules, also for Caldari tanks it will be Choice of "shield regen? or more ammo?"
Thx, for reading this.
P.S. 9. Heat Sink is nice, but if you use for Shield tank, you will lose HP, also it is not possible due to reasons #2, #3 and #5 mentioned above. = to less fire power or HP = lose against armor
Thx again |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2715
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Posted - 2015.03.15 23:50:00 -
[90] - Quote
Any word on when this is planned to be deployed?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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