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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Rattati
C C P C C P Alliance
18644
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Posted - 2015.03.13 05:17:00 -
[1] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DarthJT5
Random Gunz RISE of LEGION
299
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Posted - 2015.03.13 05:20:00 -
[2] - Quote
Do you ever sleep?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:26:00 -
[3] - Quote
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.
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
18644
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Posted - 2015.03.13 05:28:00 -
[4] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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WeapondigitX V7
The Exemplars RISE of LEGION
266
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Posted - 2015.03.13 05:29:00 -
[5] - Quote
The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) |
MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 05:34:00 -
[6] - Quote
WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,)
Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy.
Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9853
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Posted - 2015.03.13 05:40:00 -
[7] - Quote
Not only do LAVs need more fitting but they need more slots.
The jump mods are fine to me.
I only use one and I can just barely get where I need to go but I can do it. A heftier staking penalty should do it.
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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Aeon Amadi
Chimera Core
8997
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Posted - 2015.03.13 06:10:00 -
[8] - 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.
They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates...
Blah, I'll get the bug hunting team on it and figure out exactly how this is going down.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aderek
Made in Poland... E-R-A
124
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Posted - 2015.03.13 06:11:00 -
[9] - Quote
Hmm, why Gunlogi C/1 have les EHP that Gunlogi C-1 (old Gunlogi type). Im proto gunlogi tanker with prot rail gun and etc. Why when i use all proto eq/comp my ADVANCE tank is worse that my standard tank (with same ew/comp that adv) ? So with standard tank i have more shield, more armour and more shut power that adv tank. Its a joke or mistake?
Good day :)
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
60 kk SP and growing
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MINA Longstrike
Kirjuun Heiian
2353
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Posted - 2015.03.13 06:12:00 -
[10] - Quote
Sgt Kirk wrote:Not only do LAVs need more fitting but they need more slots.
The jump mods are fine to me.
I only use one and I can just barely get where I need to go but I can do it. A heftier staking penalty should do it.
Based on my preliminary testing, basic myo's are working as intended they provide the same bonus to melee that they were meant to provide to jump height. Advanced myo's are slightly better than intended at 25% instead of 20%. complex myo's are twice as good as they should be at 50% instead of 25%.
I think part of the issue here is that the myofibril stimulant skill / module has some problems, it's +10% efficacy per level and the basic and advanced mods are a little bit underwhelming on what they do to melee damage, jump height literally still up in the air (lol puns), while the complex module when combined with the level 5 skill is very, very powerful on both melee and jump height.
The skill bonus needs some tweaking, the module needs buffs to melee damage at basic and advanced.
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
18651
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Posted - 2015.03.13 06:24:00 -
[11] - Quote
Aderek wrote:Hmm, why Gunlogi C/1 have les EHP that Gunlogi C-1 (old Gunlogi type). Im proto gunlogi tanker with prot rail gun and etc. Why when i use all proto eq/comp my ADVANCE tank is worse that my standard tank (with same ew/comp that adv) ? So with standard tank i have more shield, more armour and more shut power that adv tank. Its a joke or mistake?
Good day :)
p.s. today i saw that scout jump 8-12 m high... no comments
All CA HAvs have 2200/900 ehp.
"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
18651
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Posted - 2015.03.13 06:25:00 -
[12] - Quote
Aeon Amadi 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. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down.
Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
931
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Posted - 2015.03.13 06:51:00 -
[13] - Quote
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.
Redline for Thee, but no Redline for Me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3149
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Posted - 2015.03.13 06:55:00 -
[14] - Quote
Why are you so against giving LAVs more slots?
Also for small blasters: make the initial dispersion what it was pre-echo and let it improve from there.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
2162
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Posted - 2015.03.13 06:59:00 -
[15] - Quote
Please don't touch the max number that we can fix, Rattati. I've been running four of these on a Minmatar Assault for months and it's currently the only gameplay style I really enjoy. Doing this would tone back the jump, but weaken a low HP melee suit further. Perhaps prevent the merc from firing when jumping, just about anything besides cutting back on the total number. Could we at least give this some time and see how things work out? Most people will probably be running three anyways at most, with only the dedicated melee users using more.
Please, Rattati, don't take my melee action. I might actually have to start shooting my gun again.
My Plasma Cannon says "Hello" to your face~
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MRBH1997
Knights Of Ender RISE of LEGION
186
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Posted - 2015.03.13 07:17:00 -
[16] - Quote
Can we have the rail changes removed as well a the missile changes for large turrets. The blaster is viable again but armor tanks are almost impossible for me to kill with a full proto even if they are just advanced or even basic. Missiles have to low of fire rate so they can't out damage a double rep Madeugar with a hardener even with a damage mod. Rails just aren't viable because you get 2 shots and then you have to wait a couple seconds to fire another and te process continues. I don't understand why thy were changed when all that was needed turret wise was a buff to blasters. Please Rattati, make vehicle AV possible again as a tanker!
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
KOE Agents now doing community events!
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Cat Merc
Negative-Feedback. Negative-Feedback
15484
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Posted - 2015.03.13 07:20:00 -
[17] - Quote
Does it really matter that the Myo stim is as strong as it is? You lose HP and you lose damage for using those, I see nothing wrong with biotics allowing us to forgo HP and damage for increased speed, stamina and jump height.
It takes 3 myo stims for a Gal Assault to jump up on a supply depot. If the myo stims won't allow me to do that after any nerf you devise, I'll either drop them or only use one. VoV
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
15484
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Posted - 2015.03.13 07:22:00 -
[18] - Quote
DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none.
Nor can he afford to sleep, after the giant mess the game was left in before he came in
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 07:44:00 -
[19] - Quote
Cat Merc wrote:Does it really matter that the Myo stim is as strong as it is? You lose HP and you lose damage for using those, I see nothing wrong with biotics allowing us to forgo HP and damage for increased speed, stamina and jump height.
It takes 3 myo stims for a Gal Assault to jump up on a supply depot. If the myo stims won't allow me to do that after any nerf you devise, I'll either drop them or only use one. VoV
Yes, it does matter.
There should always be some sort of linear progression to the advantages a module provides and it should generally mean that by fitting one thing you sacrifice something else. Fit more tank? Lose strafe speed or damage. Fit kincats? Expensive on PG and you give up on tank.
Currently myo's are providing a disproportionate return on their investment, They're inexpensive on powergrid and don't cost copious amounts of cpu either and the advantages they provide in terms of movement greatly outweigh the sacrifices they require in terms of HP. This is compounded by the fact that all of the map design in dust was never meant for people to move in the extreme manners that stacked complex myo's provide meaning that many elements of cover, height advantage, obstacles or terrain traversal issues no longer exist for people with stacked myo's.
So these are suits that now have insane movement advantages... and what weapons are they carrying frequently? Plasma cannons is one of the most common things I've seen, because similarly to dropship missiles, having height a0dvantage with them makes them unbelievably good and if you don't kill them with your PLC, MD, Flaylock, Remote or grenade that you're now almost never at risk of harming yourself with, you also have the advantage of being able to deliver 500-600 damage melee strikes with.
This is on top of how stacked myo's affect ones ability to break conventional line of fire at shorter ranges. So yeah, as they currently are at high levels / stacked extremes they've presented a few issues.
Now this is not to say that everything is absolutely horrifically terrible about them. I think that some of the gameplay they provide solely in regards to movement out of combat is quite interesting and presents some really interesting 'what if's'. I think I probably wouldn't be horribly upset by a module with similar disadvantages to a cloak field (fitting costs + weapon swapping delays) being implemented to provide 'non-combat' traversal options that might allow one to put down some sneaky uplinks but not allow them to do crazy mid combat moonjumps.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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KalOfTheRathi
Nec Tributis
1430
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Posted - 2015.03.13 07:51:00 -
[20] - Quote
AHMG? What is the purpose of this weapon now?
It sounds like a WW1 Sten Gun, yuck. Rate of fire is so slow that a scout can run between the rounds. Even more impossible to kill the devs favorite suit. Range wasn't ganked but it is basically useless, IMHO.
Weird. Just a weird gun now.
Tanks suck. Deleted most of my setups. Upgrading the skills to get back to what I had yesterday take ~2.4M SP. I could do that math and just wait for the passive SP to puke that much up.
The R1 battle list had one perk that was worth it, everything else was a grind. I played one match and booked.
Off to Dark Souls.
Later, KR
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:06:00 -
[21] - Quote
MINA Longstrike wrote:WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy. Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Ok I will test the proto assault HMG, lucky I have 52 million SP (ive only spent $4 on DUST 514 in 2 years). Feels great to have gotten as far as I have with the progression system.
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WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:12:00 -
[22] - 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.
That would limit the melee damage a lot, I would suggest you increase melee range by roughly 1.2m and change the attack from a pinpoint attack to a arch attack to allow melee to be more user friendly and help reduce hit detection issues that I have had since beta. I do manage a few melee kills when hit detection works.
I am having hit detection issues because I am trying to melee assassinate from behind targets that are moving away from me(because it makes little noise compared to the shotgun). Hitting the image still does not register the damage most of the time even on heavy suits. (unless my distance to the image is roughly 0.05m). My range needs to be larger in order for melee to be viable. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17638
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Posted - 2015.03.13 08:41:00 -
[23] - Quote
Of Joy
I'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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ROMULUS H3X
research lab
411
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Posted - 2015.03.13 09:00:00 -
[24] - 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.
Please do not change them. It will break my heart, just let it marinate for a few months and lets see how everything settles.
Let's be rational, how could we be so rash? THIS IS THE BEST THING TO HAPPEN TO DUST. PERIOD.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2682
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Posted - 2015.03.13 09:10:00 -
[25] - Quote
When you say reduce dispersion on small blasters, does that include adding inverse dispersion?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 09:22:00 -
[26] - Quote
ROMULUS H3X wrote:Let's be rational, how could we be so rash?
Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, people with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with.
Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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shaman oga
Dead Man's Game
4148
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Posted - 2015.03.13 09:42:00 -
[27] - Quote
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.
Pimp my Barge
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Aeon Amadi
Chimera Core
9011
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Posted - 2015.03.13 09:48:00 -
[28] - Quote
CCP Rattati wrote:Aeon Amadi 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. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down. Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi.
For the first time in Dust 514 I legitimately feel like a super-soldier capable of things that are only possible in a science fiction environment as well as finding applicable use in something that, up until now, was never useful.
Sure, five are crazy, but it's not like they're killing anybody. If the reasoning is that it's silly then I propose we nerf the ever living **** out of the Scouts for being able to strafe through bullets. -That- is silly. Five Myofibrils is also such an edge case that it's likely never going to find much legitimate use. It's -way- too big of a sacrifice on shield tanking suits and armor tanking suits aren't capable of it because they simply don't have the slots.
I'm just saying man, of all the disappointing nerf considerations (and I've seen plenty) this one probably takes the cake.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
9011
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Posted - 2015.03.13 09:49:00 -
[29] - Quote
MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, p eople with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
Can you give examples..?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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KEROSIINI-TERO
The Rainbow Effect
1853
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Posted - 2015.03.13 09:50:00 -
[30] - 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.
ALTERNATIVE SUGGESTION: Leave everything as it is but reduce Blue Can jump bonus to the originally advertised one: helps jump over ledges and railings, like what Red Cans do (they do buff jump height!) but slightly better than those.
Leave the high jumps on the scale of twice the height of person to proper jetpacks of some distant future.
Looking at both sides of the coin.
Even Aurum one.
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MINA Longstrike
Kirjuun Heiian
2355
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Posted - 2015.03.13 10:00:00 -
[31] - Quote
Aeon Amadi wrote:MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, p eople with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible. Can you give examples..?
Lets try to address this in your own thread where the math-hammering is taking place. I don't want to turn a logical debate and exchange of information into a heated argument.
I will say that if you think that having such drastically increased mobility doesn't constitute a major advantage let alone a disproportionate one given the fitting costs I must find fault with your thought process.
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
18682
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Posted - 2015.03.13 10:07:00 -
[32] - Quote
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 well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7622
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Posted - 2015.03.13 10:12:00 -
[33] - 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 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.
AV
|
Taipaen
Loose Cannon Security
25
|
Posted - 2015.03.13 10:26:00 -
[34] - Quote
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.
.
Love the idea of jump boost equipment rather than module. Jumps can wonderfully change the way battles flow and provide some great maneuvering, but I'm not fond of bunny hop game play.
Edit to add suggestion/question: could the module have a cool-down like the vehicle active modules? It could still be passive, but if jump button is held for big jump the boost kicks in, and activates a timer so that subsequent jumps would be normal until X seconds pass. |
Haerr
Nos Nothi
2493
|
Posted - 2015.03.13 11:16:00 -
[35] - Quote
Can you take a look at reintroducing nanos and overdrives for vehicles? |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
49
|
Posted - 2015.03.13 11:18:00 -
[36] - Quote
It's something that I haven't checked but has the new heat buildup on rails been applied to installations too?
It strikes me that if it has then the turrets are going to be almost useless in anti-tank engagements as a tank with a damage mod and heat sink fitted will easily be able to out gun one. Obviously a tank should be able to win the engagement but they can already out manoeuvre one and have a tactical advantage with their third person view letting them put themselves in positions to be able to hit the turret without it being able to hit them.
I just think that engaging a manned installation should be more of a calculated risk than it currently is for anything other than a milita tank. Maybe installations all need to be fitted with active heat sinks and damage mods too meaning that they're more dangerous if manned. Or just assume that they all have a permanent heat sink as they're in a fixed location so that they have a chance against a pilot who has all the toys...... unmanned rail turrets don't even shoot back when engaged at the moment.
I guess I'm saying that the basic stats of the installations should be better than the basic stats of the tank turrets (I know that they have more eHP) but that this deficit should be easily couterable by modules and good piloting. I can see things returning to the point where the installations are just early match canon fodder for the pilots as the used to be (still are).
Not a vehicle user though, and I understand their resentment of them, but if they're in the game they should be competitive now that higher tier vehicles are coming through.
Just my thoughts as a noob who sometimes finds turrets the only way to achieve anything in a match. Thanks for all the work on the game so far. |
duster 35000
Algintal Core Gallente Federation
391
|
Posted - 2015.03.13 11:38:00 -
[37] - Quote
KalOfTheRathi wrote:AHMG? What is the purpose of this weapon now?
It sounds like a WW1 Sten Gun, yuck. Rate of fire is so slow that a scout can run between the rounds. Even more impossible to kill the devs favorite suit. Range wasn't ganked but it is basically useless, IMHO.
Weird. Just a weird gun now.
Tanks suck. Deleted most of my setups. Upgrading the skills to get back to what I had yesterday take ~2.4M SP. I could do that math and just wait for the passive SP to puke that much up.
The R1 battle list had one perk that was worth it, everything else was a grind. I played one match and booked.
Off to Dark Souls.
Later, KR The dispersion on the AHMG effects hit detection too I think.
My favorite tank is Magrider.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
391
|
Posted - 2015.03.13 11:39:00 -
[38] - Quote
True Adamance wrote: Of JoyI'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening. Why were you using a proto tank in pubs?
Molestia approved
|
Balistyc Farshot
The Exemplars RISE of LEGION
94
|
Posted - 2015.03.13 13:02:00 -
[39] - Quote
Edgar Reinhart wrote:It's something that I haven't checked but has the new heat buildup on rails been applied to installations too?
It strikes me that if it has then the turrets are going to be almost useless in anti-tank engagements as a tank with a damage mod and heat sink fitted will easily be able to out gun one. Obviously a tank should be able to win the engagement but they can already out manoeuvre one and have a tactical advantage with their third person view letting them put themselves in positions to be able to hit the turret without it being able to hit them.
I just think that engaging a manned installation should be more of a calculated risk than it currently is for anything other than a milita tank. Maybe installations all need to be fitted with active heat sinks and damage mods too meaning that they're more dangerous if manned. Or just assume that they all have a permanent heat sink as they're in a fixed location so that they have a chance against a pilot who has all the toys...... unmanned rail turrets don't even shoot back when engaged at the moment.
I guess I'm saying that the basic stats of the installations should be better than the basic stats of the tank turrets (I know that they have more eHP) but that this deficit should be easily couterable by modules and good piloting. I can see things returning to the point where the installations are just early match canon fodder for the pilots as the used to be (still are).
Not a vehicle user though, and I understand their resentment of them, but if they're in the game they should be competitive now that higher tier vehicles are coming through.
Just my thoughts as a noob who sometimes finds turrets the only way to achieve anything in a match. Thanks for all the work on the game so far.
Yes it hit rail installations. I was on a rail installation and on a blaster installation yesterday. The rail installation over heated after 3 shots if you didn't pause. That just got through another installation's shields then over heated. I was on a blaster and it tore through the shields and say 1/8 of the armor then over heated. I like to measure turret to turret as a constant. The rail installations feel rather nerfed in comparison. I haven't gotten into a missile installation to fire on another turret yet. The other thing to note is that with the LAVs being paper thin, blaster turrets were actually effective and just letting the AI do damage kept several LAVs away until they could hack it. The rail turret was useless, so I would recommend turning up the AI on those installations, since they never fire on infantry. I agree that the counter to a turret should be infantry, since they should be able to kill the gunner who is in the open. I had to shotgun the blaster turret gunner to start my test.
Heavy with a massive bullet hose called Lola (Burst HMG).
|
Fox Gaden
Immortal Guides Learning Alliance
6080
|
Posted - 2015.03.13 13:04:00 -
[40] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
|
Fox Gaden
Immortal Guides Learning Alliance
6080
|
Posted - 2015.03.13 13:08:00 -
[41] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
alten hilt
Nos Nothi
411
|
Posted - 2015.03.13 13:25:00 -
[42] - Quote
Flying Scotsman drop suit + Kubo's Plasma cannon + 5 myofibs = most fun I've EVER had in Dust.
Seriously, Myofibs as the currently exist has made this game so much fun!
Surviving Dust: Tutorial Series
|
Takahiro Kashuken
Red Star.
4142
|
Posted - 2015.03.13 13:44:00 -
[43] - Quote
Take AV nades back down to 2.
600k is too expensive for something that isn't prototype.
Railgun still suffers from bugs which date back 3 years, mostly randomly overheating and firing all rounds or simply will not reload.
Railgun now overheats on the 3rd shot when it used to overheat on the 4th, it should at least go back to 4th or even 5th shot.
Missiles fire too slow to cause enough damage, either up the damage or add more in the clip.
No skill bonus on the HAV x8 skill.
PG/CPU increase on shield vehicles, still having to rely on resource modules. Infact do it for all vehicles variety is life.
Dispersion module doesn't work, no noticable difference.
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
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
|
Demandred Moores
Ghosts of Dawn General Tso's Alliance
33
|
Posted - 2015.03.13 14:19:00 -
[44] - Quote
MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, people with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible. I don't use a single myro. That being said I don't understand how being in a shield tank suit and removing your sield tank isn't a huge drawback. I was shooting these guys all day and destroying them. Favorite was to just shoot them enough to watch them fall and die. They should be harder to fit yes, but I have trouble believing that a cal with less than 300 shields is that much of a problem. Simply because it wasn't at all for me. I probably got killed by 3 different people using them because even with equal gun game their ehp can't hold up. Restricting pg and cpu more would prevent armour tanked shield suits using them and would probably be the best option to satisfy everyone here. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2550
|
Posted - 2015.03.13 14:44:00 -
[45] - 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. My memory is that resistance to turret splash was part of the original argument for heavies' resistance, but even so, DUST is an explosion-rich environment. And there are other vehicle turrets that have splash.
In a normal fps i'd agree with Breakin, but with the amount of explosive spam in DUST the heavies should keep their resistances imo.
Also, adding more splash back to vehicles is pushing their role back towards infantry-farming, imo.
PSN: RationalSpark
|
Sgt Kirk
Fatal Absolution Negative-Feedback
9861
|
Posted - 2015.03.13 14:44:00 -
[46] - Quote
Hah! My suspicions were right! They didn't suffer stacking penalties!
Pshh! I don't need numbers and maths! I've been with this game long enough to feel when stuff isn't working right.
**** you science!
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
|
Templar XIII
Vherokior Combat Logistics Minmatar Republic
89
|
Posted - 2015.03.13 14:57:00 -
[47] - Quote
CONCERNING MYOFIBRILS:
The patch, as it has been rolled out, needs a bit, a BIG bit of polishing I agree...
GåÆ jump module tone down: massively (your 3 per suit approach is not bad either)
GåÆ jump animation: more authentic, no still persona flying through air motionless w/o even having to bend one's knees
GåÆ jumping needs inertia
GåÆ landing animation: have us i.e. reach a roof's latch barely and have us drag ourselves up then: even PrinceOfPersia for Gameboy 1st gen. had this, Titanfall might be a better comparison though... GåÆ GåÆ besides, just like jumping from great heights, there is to be no room for holding a weapon at the same time to begin with.
The blue pills in general are a wonderful idea with much potential for more vertical fighting, only their implementation is somewhat...
...half-baked,
...but remediable. |
duster 35000
Algintal Core Gallente Federation
392
|
Posted - 2015.03.13 14:58:00 -
[48] - Quote
Takahiro Kashuken wrote:Take AV nades back down to 2.
600k is too expensive for something that isn't prototype.
Railgun still suffers from bugs which date back 3 years, mostly randomly overheating and firing all rounds or simply will not reload.
Railgun now overheats on the 3rd shot when it used to overheat on the 4th, it should at least go back to 4th or even 5th shot.
Missiles fire too slow to cause enough damage, either up the damage or add more in the clip.
No skill bonus on the HAV x8 skill.
PG/CPU increase on shield vehicles, still having to rely on resource modules. Infact do it for all vehicles variety is life.
Dispersion module doesn't work, no noticable difference.
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 Yeah, on a "Proto" shield hull I can't fit an regulator if it goes to the low slot, and have a small booster at the same time.
Extender X3, shield hard, booster, must use fitting mods, then no room let, adv blaster turret. or extender X2, booster x2, shield hard, same result.
Molestia approved
|
Bright Cloud
Namtar Elite Gallente Federation
870
|
Posted - 2015.03.13 15:16:00 -
[49] - Quote
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.
Bright is the opposite of dark! Who would have thought of that?!
|
Doc DDD
TeamPlayers Negative-Feedback
386
|
Posted - 2015.03.13 15:18:00 -
[50] - Quote
Large Rails have effectively been removed from the game, it is far easier to simply drive any blaster tank straight into any rail tank and hold down the fire button, reload once, and finish off said rail tank.
That said, I like where proto blaster armor tanks are right now... however, the other two turrets, and proto shield tanking, need to be brought up to the same level. If you call in a rail tank or missile tank you are doing it wrong at this point.
Shield regulators going in the lows is going to make ZERO difference, over 300 pg so I can have my crappy recharge rate start 1 seconds earlier? Makes more sense to stack more EHP as tanks spend the whole match running and hiding. At 300 pg the recharge rate needs to be doubled as well as faster.
Armor hardener duration is nearly twice as long as shields.. I would suggest increasing shield hardeners to the same duration.
|
|
Logi Bro
Brutor Vanguard Minmatar Republic
3487
|
Posted - 2015.03.13 15:51:00 -
[51] - Quote
Militia nanohives were also left out of the x3 buff.
Not sure if intended or not, but the Sica is pre-fitted with small blaster turrets, instead of railguns or missiles befitting of a Caldari vehicle.
SP Sinks? Fixed.
|
duster 35000
Algintal Core Gallente Federation
393
|
Posted - 2015.03.13 16:38:00 -
[52] - Quote
Doc DDD wrote:Large Rails have effectively been removed from the game, it is far easier to simply drive any blaster tank straight into any rail tank and hold down the fire button, reload once, and finish off said rail tank.
That said, I like where proto blaster armor tanks are right now... however, the other two turrets, and proto shield tanking, need to be brought up to the same level. If you call in a rail tank or missile tank you are doing it wrong at this point.
Shield regulators going in the lows is going to make ZERO difference, over 300 pg so I can have my crappy recharge rate start 1 seconds earlier? Makes more sense to stack more EHP as tanks spend the whole match running and hiding. At 300 pg the recharge rate needs to be doubled as well as faster.
Armor hardener duration is nearly twice as long as shields.. I would suggest increasing shield hardeners to the same duration.
No, shield hardeners need a shorter cooldown.
Molestia approved
|
Boot Booter
Titans of Phoenix
1181
|
Posted - 2015.03.13 17:23:00 -
[53] - Quote
Please please don't simply limit the number of myos you can equip. That's just not the way dust should be. Instead fix the stacking penalty which clearly isn't working. Also consider adding a drawback to myos like decreased stamina pool or increased stamina use from jumping and melee.
I should say that having over 3 myos is a penalty on itself because you will take damage from hitting the ground. Unintended drawback... Beautiful. |
Lavallois Nash
Federal Transfers and Trades
536
|
Posted - 2015.03.13 17:55:00 -
[54] - Quote
LAVs should have the ability for their passive/active scans to be visible to the whole team. I feel this would help it more into a recon role for lightly armored ones. This way if you want to outfit a LAV with speed and a scanner instead of armor, it will actually be able to broadcast back to the team the information you are intercepting. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
|
Posted - 2015.03.13 18:23:00 -
[55] - 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. it's not explosive resistance, it's splash resistance. it applied to rail impacts when they still had splash, and it applies to PLC near misses. It applies to missiles from an ADS which were swapped to the projectile profile. it does not apply to mass driver direct hits. ONLY to the splash radius, and it's not particularly hard to lob a mass driver shell into a sentinel's underpants.
it's also not correctly applying to REs correctly or full-health cal and minsents would be able to take ADV and single PRO RE hits to the chin.
as it stands a basic RE that does less damage than a sentinel has health (after considering profiles) is instapopping any sentinel. the resistance isn't working, and the REs are doing more damage than intended.
AV
|
Kaeru Nayiri
Ready to Play
631
|
Posted - 2015.03.13 19:07:00 -
[56] - 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.
Praise be, mighty Rattati.
Know what cannot be known.
|
BLOOD Ruler
N.O.V.A 514
1262
|
Posted - 2015.03.13 19:46:00 -
[57] - Quote
I am against the nerf of the Myo I use 2 adv on Amarr scout and it appears balance. How about after you have 2 stacked the third doesn't appear that high Basic is as intended, Complex works right.
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
|
XxBlazikenxX
Y.A.M.A.H
531
|
Posted - 2015.03.13 20:04:00 -
[58] - Quote
Cat Merc wrote:DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none. Nor can he afford to sleep, after the giant mess the game was left in before he came in Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother?
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7626
|
Posted - 2015.03.13 20:42:00 -
[59] - Quote
XxBlazikenxX wrote:Cat Merc wrote:DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none. Nor can he afford to sleep, after the giant mess the game was left in before he came in Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother? Dunno what you're talking about.
Rattatattatattatattatattatattatattatattatattati
Is a machinegun.
AV
|
ROMULUS H3X
research lab
418
|
Posted - 2015.03.13 20:55:00 -
[60] - Quote
MINA Longstrike wrote:ROMULUS H3X wrote:Let's be rational, how could we be so rash? Yeah, let us be rational and stop basing arguments in appeals to emotion or other logical fallacies and instead try basing them in facts. I believe complex myofibs are working twice as good as they are meant to (as outlined in the hotfix echo spreadsheet) and they're incredibly cheap to fit, people with them are getting massive advantages over people without and they are managing to win fights they really shouldn't because they're playing in a manner that dust514 was never ever designed to deal with. Is it fun? Maybe to play, but not so much to play against. Is it balanced? Jesus Christ no. Are you petitioning hard to keep it in an unbalanced form because you gain a massive advantage from it? Yes, your bias is incredibly visible.
I sense an inability and reluctance to adapt to the new gameplay, It's been 2 days and people are still scared to leave their comfort zone? God damn babies, leave your diapers at home. I've been vouching for EVERYONE to invest into Myofibers for years and now that they became essential, there are people who STILL don't want them.
Geez, here's your Ba-Ba baby Boo-Boo.
Never said I wasn't BIASED by the way, happy that you could point out the COMPLETELY OBVIOUS to those who don't know I like to punch.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
|
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Velvet Overkill
SI6MA Learning Alliance
132
|
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
|
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.
|
D3LTA Blitzkrieg II
0uter.Heaven Back and Forth
247
|
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
|
Radec fett
34
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Sgt Kirk
Fatal Absolution Negative-Feedback
9924
|
Posted - 2015.03.16 00:24:00 -
[91] - Quote
Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17673
|
Posted - 2015.03.16 01:22:00 -
[92] - Quote
Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position.
I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly.
Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\
Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be.
Blaster tank wise I think I can skill make Shield HAV work in close quarters.
Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17678
|
Posted - 2015.03.16 02:49:00 -
[93] - Quote
duster 35000 wrote:True Adamance wrote: Of JoyI'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening. Why were you using a proto tank in pubs?
FW not Pubs.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5343
|
Posted - 2015.03.16 03:11:00 -
[94] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:let's not remove what is a fun dynamic from the game. 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.
Indeed. However you are outnumbered.
Usually banned for being too awesome.
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DarthJT5
Random Gunz RISE of LEGION
323
|
Posted - 2015.03.16 03:19:00 -
[95] - Quote
True Adamance wrote:Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position. I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly. Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\ Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be. Blaster tank wise I think I can skill make Shield HAV work in close quarters. Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values. My fit is pretty good, and proven in PC if you want to test it. Here it is.
Gunnlogi Cv.o
2x Complex Heavy Extenders 2x Complex shield Hardeners 1x Complex Light Shield Booster Fitting mods XT 201
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Sgt Kirk
Fatal Absolution Negative-Feedback
9939
|
Posted - 2015.03.16 03:30:00 -
[96] - Quote
Oh yeah true, lay those values on me.
Where do you want to do it?
Your place or mine?
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17679
|
Posted - 2015.03.16 03:32:00 -
[97] - Quote
Sgt Kirk wrote:Oh yeah true, lay those values on me.
Where do you want to do it?
Your place or mine?
Mine..... much better view and I have the lighting just the way I like it.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17679
|
Posted - 2015.03.16 03:35:00 -
[98] - Quote
DarthJT5 wrote:True Adamance wrote:Sgt Kirk wrote:Shield tankers are still trying to engage me in >70 meters and then send hate mail.
I don't think shield tankers realize that they can't fight CQC armor tanks in their territory like they have been doing.
This is the same issues shield tankers have with infantry.
They were too used to being omni capable when they were put in their right place they complained that they can't do what armor does anymore (and they still do cry about it)
Maybe the shield tankers are right though, I haven't tested the Caldari tanks yet but from what I've seen they still want to do Gallentes job in a Caldari position. I'll be skilling into them tonight. I've noticed that they drop pretty quickly but given what I've seen from Cal Tanks in FW and Public Matches I'm not even sure these idiots understand how to fit them properly. Hopefully Soul Cairn will get on board with writing a proper tank fitting and skill guide in the new few weeks or so.\ Honestly the only issues that I can think Shield Tanks should be encountering at the moment is trying to use the rebalanced Rail and Missile Turrets like they used to be. Blaster tank wise I think I can skill make Shield HAV work in close quarters. Btw Kirk I have some numbers for a suggestion I want to make for Rattati about replacing Passive reps with Active Reppers and I'd be interested in hearing what you thought of the values, especially the per second regen values. My fit is pretty good, and proven in PC if you want to test it. Here it is. Gunnlogi Cv.o 2x Complex Heavy Extenders 2x Complex shield Hardeners 1x Complex Light Shield Booster Fitting mods XT 201
I was going to do something similar with a Blaster, a Heat Sink, and a Heavy Shield Booster. It would theoretically be the ultimate anti infantry platform and more than capable of hunting down lower tier tanks of any kind.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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DeadlyAztec11
Defenders of the Helghast Dream
7974
|
Posted - 2015.03.16 04:34:00 -
[99] - Quote
So Rattati, talk to me baby, can veterans get the recon fit instead of the Sniper fit?
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Kallas Hallytyr
Skullbreakers
1389
|
Posted - 2015.03.16 04:58:00 -
[100] - Quote
Himiko Kuronaga wrote:Indeed. However you are outnumbered. By all means, let's keep Protostomping {because that's fun for the vocal minority!) or keep Swarms being insanely easy to use and ridiculously effective, because vehicle players are in the minority!
Just because something is fun for one, even for many, doesn't mean that's it's necessarily healthy for the game. Are Myofibs unhealthy? Not sure, but I know full well that more than just a couple of people really disliked it, so as far as outnumbered is concerned, you're probably right by only a small degree.
Alt of Halla Murr. Sentinel.
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Doc DDD
TeamPlayers Negative-Feedback
408
|
Posted - 2015.03.16 05:17:00 -
[101] - Quote
Pokey Dravon wrote: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.
Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. |
Thaddeus Reynolds
Facepunch Security
219
|
Posted - 2015.03.16 05:54:00 -
[102] - Quote
Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
|
Posted - 2015.03.16 06:54:00 -
[103] - Quote
Doc DDD wrote:Pokey Dravon wrote: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. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though.
that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner.
AV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5344
|
Posted - 2015.03.16 09:13:00 -
[104] - Quote
Kallas Hallytyr wrote:Himiko Kuronaga wrote:Indeed. However you are outnumbered. By all means, let's keep Protostomping {because that's fun for the vocal minority!) or keep Swarms being insanely easy to use and ridiculously effective, because vehicle players are in the minority! Just because something is fun for one, even for many, doesn't mean that's it's necessarily healthy for the game. Are Myofibs unhealthy? Not sure, but I know full well that more than just a couple of people really disliked it, so as far as outnumbered is concerned, you're probably right by only a small degree.
All I know is I've had corp activity from members I haven't seen in well over a year.
Every change pisses somebody off so thats nothing new. But this, as far as I can see, is a net gain.
Usually banned for being too awesome.
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Doc DDD
TeamPlayers Negative-Feedback
408
|
Posted - 2015.03.16 12:51:00 -
[105] - Quote
Breakin Stuff wrote:Doc DDD wrote:Pokey Dravon wrote: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. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner.
' Sit in Redline ' |
Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1879
|
Posted - 2015.03.16 13:34:00 -
[106] - Quote
Pokey Dravon wrote:
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.
I understand that .... but someone like myself will just not sacrifice reps , hardener or extra armor with just two low slots ... their not all that great to begin with but again I understand the purpose and how some don't like the fact that you can fit armor on a Gunny , again ... players like myself do and also it's mainly for blasters unless someone can say otherwise , why not leave it as a low slot and allow the tank with the most high slots ... you know the one with the shields , to make use of those said slots .. hell it's a shield mod and yes the suit is in the same spot but you have the extra slot at PRO ( for the suit ) along with the additional PG / CPU that allows you to survive doing such .
It's like those who want tieriside , which would basically do what's being done to the tanks and believe me if you did that for the suits and took that extra at PRO , it would be worst then taking the sidearm from the Amarr logi because it would become ineffective also having low stamina / stamina regen , slow , nowhere to fit rep mods , stamina , speed , e-war or anything else that would be helpful , I mean ... look at the Cal scout and think , " What would that suit look like with a extra low slot at PRO ? " ... it would be the most used suit , even if it was hard to fit a cloak .
Something's that are in EVE , are best left there and you just can't do everything the same way .
What would be the appeal of any to use that and know that your fighting against everything else and your already at a disadvantage , it's making something that's bad worse .
Doubts are like flies and should be treated as such and crushed .
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matthew swager
THE MASSIVE DYNAMIC
6
|
Posted - 2015.03.16 13:46:00 -
[107] - Quote
Breakin Stuff wrote:Doc DDD wrote:Pokey Dravon wrote: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. Problem is that a regulator isn't going to help much when you are getting smashed, extra ehp will though. that's what "getting to cover" is for. It's not actually a module, but it functions rather similar to an active module. It's a prototype concept that allows one to recover until the smartass shooting you chases you around the corner. what good is that if your 1 shot away from death n you need at least six on the other
I KILL YOU!!!!!!!!
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Yoda Boss
Dem Durrty Boyz
37
|
Posted - 2015.03.16 17:17:00 -
[108] - 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.
Are you reducing the bandwidth of proxy mines? And we can carry 9?!?!
Free BPO for New Recruits https://dust514.com/recruit/fCH9zc/
smokingdrinkingsmokingdrinking
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MINA Longstrike
Kirjuun Heiian
2397
|
Posted - 2015.03.16 17:36:00 -
[109] - Quote
Thaddeus Reynolds wrote:Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing...
Railgun as it is is honestly closer to what minmatar artillery cannons should be.
Railguns should probably have their rof, magazine size and ammo doubled, while having their heat and damage cut in half. They retain the same dps but it's done in smaller quicker shots.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Thaddeus Reynolds
Facepunch Security
220
|
Posted - 2015.03.16 17:39:00 -
[110] - Quote
MINA Longstrike wrote:Thaddeus Reynolds wrote:Railguns either need more damage, or their old heat levels. Rattati, I get why you instituted the change, the railgun was over performing relative to the other turrets...but the relative to the other turrets is the operative part of that. The buffs to the competition weapon (The blaster, ignoring the Specialty Missile turret) should have been sufficient to try out in my opinion. I personally would prefer lower heat buildup, as sustained DPS at a distance is what Caldari Railguns traditionally do...alpha-strike is more of a minmatar thing, but based on how I've been running, I'd rather have a STD Blaster on my HAVs than a PRO Railgun for all purposes now. (It also doesn't help that Small Railguns have better sustained damage than the Large Railguns...and sustained is what you need to bring vehicles down).
Although, to be honest I'd like to remove heat from most vehicle weapons altogether...to keep it as an Amarr Laser and Mattari Autocannon thing... Railgun as it is is honestly closer to what minmatar artillery cannons should be. Railguns should probably have their rof, magazine size and ammo doubled, while having their heat and damage cut in half. They retain the same dps but it's done in smaller quicker shots.
Would be acceptable to me (With ofc tweaks to ensure proper functionality)...as it's the sustained DPS (in relation to heat capability, my main point of contention in this) would be increased.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Velvet Overkill
SI6MA Learning Alliance
133
|
Posted - 2015.03.17 00:02:00 -
[111] - Quote
Please also tone down regulator PG costs. When It becomes a low slow module, I won't be able to fit turrets that match my tank tier if I use one with only one fitting mod remaining. Passive mods shouldn't be so costly compared to active mods like shield boosters and hardeners. |
WeapondigitX V7
The Exemplars
283
|
Posted - 2015.03.17 02:20:00 -
[112] - Quote
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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7641
|
Posted - 2015.03.17 04:16:00 -
[113] - 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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5346
|
Posted - 2015.03.17 05:57:00 -
[114] - Quote
Breakin Stuff wrote: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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet.
AV is in a good place. Don't mess with it.
Usually banned for being too awesome.
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Night 5talker 514
Dead Man's Game RUST415
364
|
Posted - 2015.03.17 06:58:00 -
[115] - 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.
May I suggest that a jump pack work somewhat like the planetside 2 jump pack on assault suits? Give each suit and module a mass and then make jump packs lift x mass and have skills that impact it.
Gaming Freek DUST 514 YouTube Channel
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KalOfTheRathi
Nec Tributis
1434
|
Posted - 2015.03.17 07:44:00 -
[116] - Quote
Well, I gave it an honest try. But, Echo sucks. I seriously don't know what the goal was here. Ratti, You say it is great, dust is a great unrivaled experience and yada-yada but it is still consistently broken. Lost two tanks - not to super plasma cannons. To my main weapon refusing to fire. Then, too bad the red lived and I died. The red lived because my gun wouldn't kill him. Lined up, perfect shot - oopsie. Gun forgets how to spit out the round.
Missile turrets refuse to fire. Much to my surprise so did my main blaster turrets several times. Rail turrets, well that's to be expected - there has been problems with them since Uprising 1.0. Improvements have been made, but they have never been actually fixed.
All three large turrets also fail to reload. Darn near lost a missile tank because not only did it not auto-reload it refused to reload manually - twice. Frak that, I hit the fuel injection and booked.
The myo business is absolutely the worst thing I have seen in this game and, trust me, I have seen a lot. There is no counter. Missiles and rails have had their splash damage severely ganked, and good luck getting a consistent hit with a blaster. Plus, even with splash damage you can't get a kill on some flying red belle.
If you really hate tanks so much, take them out of the game! I have other games with tanks I can play. And all their buttons work. Who would have thought?
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
|
Posted - 2015.03.17 07:54:00 -
[117] - Quote
Himiko Kuronaga wrote:Breakin Stuff wrote: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. nope, no nerfing tanks, I'd rather see the AV brought up once more time and left in a decent spot. Let's not undo rattati's good work just yet. AV is in a good place. Don't mess with it.
That changes instantly once people adapt to the new fitting meta. AV nades are in a good place. I guarantee standard, non-swarm AV is not in a good place. Reported instagib bugs notwithstanding.
Instagib bugs, if extant, are bugs and need to be stomped out.
But once the proto HAVs begin rolling out in earnest, with proper tank fits, AV is going to be right back to 1.7 except for swarms.
It's inevitable and hilarious.
AV
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WeapondigitX V7
The Exemplars
284
|
Posted - 2015.03.17 09:43:00 -
[118] - Quote
I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
|
Posted - 2015.03.17 09:46:00 -
[119] - Quote
WeapondigitX V7 wrote:I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
Having HAVs not be the house b*tch was the basis of the balancing of vehicle stats.
AV
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Finn Colman
Immortal Guides Learning Alliance
152
|
Posted - 2015.03.17 21:33:00 -
[120] - 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
|
Posted - 2015.03.17 22:09:00 -
[121] - 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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anaboop
The Phoenix Federation Dark Taboo
160
|
Posted - 2015.03.17 22:24:00 -
[122] - Quote
Ive got nothing wrong with the jump height or anything, its what the jump height allows u to do at the same time.
Jumping and
Shooting tossing nades and REs double jumping like some jack rabbit cloaking
Having some maggot constantly jumping shooting MD bullets over a wall or something is nonsense.
I read someone suggesting a module like cloak that temp boosts. Sounds much better (add a decreased fall damage, but if player changes weapons mid flight gravity takes overand pulls u down causing increases fall damage)
Fully sick Anaboop trading card
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Finn Colman
Immortal Guides Learning Alliance
152
|
Posted - 2015.03.17 22:39:00 -
[123] - 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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Jebus McKing
Nos Nothi
1756
|
Posted - 2015.03.17 22:43:00 -
[124] - Quote
CCP Rattati wrote:3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened ETA?
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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LudiKure ninda
Dead Man's Game RUST415
254
|
Posted - 2015.03.18 10:46:00 -
[125] - Quote
soon...
( -í° -£-û -í°)
Send your isk here!
Fully maxed tank pilot.
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Jebus McKing
Nos Nothi
1757
|
Posted - 2015.03.18 11:50:00 -
[126] - Quote
Guess we'll have to wait until after Fanfest.
Well, at least we'll find out what they have planned for the furture of Dust at the Fanfest Dust keynote.
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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Tesfa Alem
Death by Disassociation
951
|
Posted - 2015.03.18 12:42:00 -
[127] - Quote
Jebus McKing wrote:Guess we'll have to wait until after Fanfest.
Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote.
This is disapointingly bad, unless CCP is flying the entire shanghai team to fanfest.
I don't like the idea of one member of a business going on a trip and everything grinds to a halt while that one dude is away.
Redline for Thee, but no Redline for Me.
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Zaria Min Deir
0uter.Heaven Back and Forth
1240
|
Posted - 2015.03.18 14:25:00 -
[128] - Quote
Jebus McKing wrote:Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote. ...lol?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Jebus McKing
Nos Nothi
1759
|
Posted - 2015.03.18 14:33:00 -
[129] - Quote
Zaria Min Deir wrote:Jebus McKing wrote:Well, at least we'll find out what they have planned for the future of Dust at the Fanfest Dust keynote. ...lol?
Jebus hates scans.GÇÇGÇÇGÇÇ | GÇÇGÇÇGÇÇREs are fine.
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Velvet Overkill
SI6MA Learning Alliance
146
|
Posted - 2015.03.18 23:53:00 -
[130] - Quote
Double stacking armor hardeners are a thing now for armor tanks. If you increase the PG/CPU cost of ADV and PRO armor hardeners, increase the fitting capacity of armor LAVs, and dropships.
Using this account until The-Errorist is unbanned on April 10th.
AV vs Dropship
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SEPPUKU SAMURAI
KAPPA.514 Imperium Eden
0
|
Posted - 2015.03.19 03:14:00 -
[131] - Quote
I think fortified hardner can simultaneously activation is generate unfair game.
I'm suggestion,
pâ+Lay down can activation hardber pâ+Vehicle and dropship cheaper to keep balance
I'm not hope gambling...Mu is marvelouspÇÇsystem, but not infair Tanker team ballance.
I love command suits!
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Archduke Ferd1nand
Nos Nothi
262
|
Posted - 2015.03.19 03:45:00 -
[132] - Quote
CCP Rattati wrote:Aeon Amadi 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. They've been out for a single day and we're already thinking about changing them..? They're working exactly as you had described them - 3x Complex gets you on top of the big crates... Blah, I'll get the bug hunting team on it and figure out exactly how this is going down. Yes but 5 are pretty cray, I can do 2 levels in one jump on a callogi. Which is balanced by the fact that you'll also 4 shot yourself by jumping in place...
BRB, looking for socks
Asslut Rifles OP, anal now
I shit shotgun shells and piss Remote Explosives
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matthew swager
THE MASSIVE DYNAMIC
8
|
Posted - 2015.03.21 16:44:00 -
[133] - Quote
how about fixind shield hav getting cut through like a hot knife through butter
I KILL YOU!!!!!!!!
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LudiKure ninda
Dead Man's Game RUST415
258
|
Posted - 2015.03.22 18:44:00 -
[134] - Quote
matthew swager wrote:how about fixind shield hav getting cut through like a hot knife through butter
3 x Complex Hardners, 2x Complex Heavy Extender and Ion Cannon
PS: you need max skills 4 that fit
( -í° -£-û -í°)
Send your isk here!
Fully maxed tank pilot.
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XxBlazikenxX
Y.A.M.A.H
582
|
Posted - 2015.03.22 19:39:00 -
[135] - Quote
SEPPUKU SAMURAI wrote:I think fortified hardner can simultaneously activation is generate unfair game.
I'm suggestion,
pâ+Lay down can activation hardber pâ+Vehicle and dropship cheaper to keep balance
I'm not hope gambling...Mu is marvelouspÇÇsystem, but not infair Tanker team ballance. So true, either there is 5 tanks on my team, 5 tanks on the enemy team, or no tanks at all.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2777
|
Posted - 2015.03.23 05:29:00 -
[136] - Quote
Any word on when this fix will be deployed? I want my small blasters SO BADLY!!!
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1465
|
Posted - 2015.03.23 12:46:00 -
[137] - Quote
how long to wait? irritation - too weak word to describe the feeling of what is happening.
Please support fair play!
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Vesta Opalus
T.H.I.R.D R.O.C.K
537
|
Posted - 2015.03.23 17:04:00 -
[138] - Quote
Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2780
|
Posted - 2015.03.23 17:06:00 -
[139] - Quote
Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K
537
|
Posted - 2015.03.23 18:17:00 -
[140] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"?
With a basic madruger with 2 basic reps, 2 enhanced armor hardeners, I can tank minmitar commando x2 damage mods wyikomi swarms until the hardeners run out, I have survived quite a few attacking blaster tanks by literally ignoring them and just going about my business until the hardeners are down. Plasma cannons are a joke as usual, forge guns are similar to swarms but I have not bothered standing around in front of one to test how resilient my fit is yet, even AV grenades cant really do anything unless I sit there and let them kill me.
I am not sure about the performance of this fit vs. missile or railgun tanks, but I have seen enemy Gv.0 tanks take rediculous amounts of damage from my blaster tank + a friendly proto missile tank and have plenty of opportunity to walk away from it (they didnt and they eventually died, but thats their fault, not the fit's), so Im pretty sure missiles wouldnt be able to take it out solo.
Im virtually invincible to anything less than 3+ people firing prototype weaponry at me as long as my hardeners are up, and once they are nearing being down I can retreat to redline and wait. Effectively I am invincible in this tank, and its just standard. I cant even imagine how good prototype madrugers are.
This tank is far more overpowered than last patches' gunnlogi, and that was already too powerful for the AV it was competing against. The madruger right now is so strong its completely overshadowing the gunnlogi to the point where I cant even tell if the gunnlogi was buffed or nerfed this patch because its just stupid to use it (which is similar to the situation the madruger was in pre-echo).
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KalOfTheRathi
Nec Tributis
1448
|
Posted - 2015.03.24 09:01:00 -
[141] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Do you have any plans to fix the madrugers so that they arent virtually invincible? Rep/hardener fits are more powerful than pre-patch gunnlogis and are immune even to other tanks. Can you show me some video of this? What Maddy fits you say are OP? What tank fits you're going against? Some math on how they can survive "with impunity"? Any information beyond "It's OP"? My smoking tank hulls are a direct counter to those claims.
First, don't the QQ crowd here remember getting all those +75 WP for simply damaging a tank? Didn't used to get that. And tanks were much tougher back them (pre Uprising 1.7). I never get points for damaging a heavy that gets repaired. Why not?
I have lost fewer tanks now that I have adjusted. With the module time on maxed and the cool down time maxed you don't have to do most of what they think is happening. I simply switch between two hardeners. But, I do not stay around long if I expect to live. I have to get enough distance to allow the module I used first to be usable again.
Tanks are working like CCP designed this version of their tanks to be played. So we delay putting on our modules, come forward, engage while activating modules (and pray that the modules actually activate), while trying to shoot through the fog of invisible AV trails all while praying that our gun will fire (or not jam, or reloads this time, or doesn't empty the clip by itself, or overheats on its own and actually causes damage this time).
Then we take a quick run and hope that the swarms aren't going to follow us much past 360 degrees. Or some jumper isn't going to toss AV nades, REs or use their plasma cannon from 20m up before we can break free.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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KalOfTheRathi
Nec Tributis
1449
|
Posted - 2015.03.24 09:41:00 -
[142] - 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. I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
My favorite tank is a Lightning. Just sayin.
450 resource points, max.
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Spkr4theDead
Red Star.
3125
|
Posted - 2015.03.25 03:40:00 -
[143] - Quote
DarthJT5 wrote:Do you ever sleep? If vikings aren't pillaging, they're in Valhalla.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
|
Posted - 2015.03.25 03:42:00 -
[144] - Quote
CCP Rattati wrote:
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
Yes
4)LAV fitting space bigger increase
I have no idea what you mean by this.
5)Remove small turrets from SHAVS
Absolutely - Marduk might become my go-to railgun fit.
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)
Will any of this affect the PRO BPO logis?
7)small blaster dispersion reduction
Yes, yes, yes, yes, and more yes. I was admittedly baffled when I saw that the small blaster circle was as wide as the Incubus. This might actually make a small blaster viable on a tank and ADS. As it is now, realistically, they're absolutely terrible.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
|
Posted - 2015.03.25 03:46:00 -
[145] - Quote
Crimson ShieId wrote:Please don't touch the max number that we can fit, Rattati. I've been running four of these on a Minmatar Assault for months and it's currently the only gameplay style I really enjoy. Doing this would tone back the jump, but weaken a low HP melee suit further. Perhaps prevent the merc from firing when jumping, just about anything besides cutting back on the total number. Could we at least give this some time and see how things work out? Most people will probably be running three anyways at most, with only the dedicated melee users using more. Please, Rattati, don't take my melee action. I might actually have to start shooting my gun again. So he shouldn't touch it for the sake of ruining one person's extremely niche playstyle?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
|
Posted - 2015.03.25 03:50:00 -
[146] - Quote
duster 35000 wrote:True Adamance wrote: Of JoyI'll hold off on feed back on the AHMG until I get a few more encounters with it under my belt.... suffice to say having to relearn the Armour HAV driving model and having two LAV's of AHMG gunners on my ass cost me a few million ISK in Gv.0 this evening. Why were you using a proto tank in pubs? Best combo of survivability and damage output.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3125
|
Posted - 2015.03.25 04:03:00 -
[147] - Quote
KalOfTheRathi wrote: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. I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks? First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition. You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect. Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it? You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you. BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules. I agree with and support this post 10000000000000000000%.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7715
|
Posted - 2015.03.25 14:13:00 -
[148] - Quote
I had to come back and find this post. Because it has so many things wrong with it I had to comment directly. Why doesn't any anti-tanker recall making WP by merely damaging tanks?
Because that was purely to address the fact that AV players generally get squat for WP without it. it was put in to encourage people to feel like it was worth playing, not as a consolation prize for failing to kill the target.
First modules don't come on instantly. They never have. 1 second is a miracle more often that not. It takes seconds to use the UI to access them. Often, this is Dust514 after all, they don't come on at all. Or it selects the wrong module. Or turns a module on then turns it right back off. It doesn't really matter how careful you are - module activation is always hit or miss in a vehicle. The more modules, the worse the problem and the slower it is activating the correct one. Your hoped for delay is already the default condition.
We will, of course, ignore the activation delay of human reflexes,"first strike" privilege enjoyed by the AV infantryman nine times out of ten... Yeah no, activation delay doesn't need to be added to. that's a lazy cop out that basically says "sure, you can be a tank, after I'm done killing you." Bad idea in entire, I agree fully with Kal here.
You want balance? Make infantry modules active too. Activate hardeners, or shield boosters. That would be perfect.
You have no conception of how much I would laugh my ass off at this. especially the way the wheel is a pain in the ass to actually get the correct module. Random muscle twitch or misjudgement and "You have attempted to activate: Shield hardener. What you are getting is: Fuel Injection.
Tanks in groups will always be a problem. Just like entire squads lousy with AV gear, Proto AV gear. Why would you even think to complain about it?
I have a hard time arguing with this statement. Of course whenever I see five tanks on the field I start foaming at the mouth and mindlessly grabbing for the forge gun. It's only a problem when no one will take the time to hit a supply depot and get the right gear, or do what I do, shoot the tank to get it's attention and then stand there like a doofus while he kills me so I can more rapidly deploy a forge gun to a position of my choosing.
Disclaimer: if the tanker is usingan unmodded blaster it's faster to run wherever you need to go. even if it's on the other side of the map.
You choose your fit, engage into battle and discover that you are the lone tank against two AV squads. Or the lone good AV Merc against a squad of tanks. I have often been the lone tanker against ADS, AV and a couple of tanks. Whee. That is how it works. Adapt or die. Or, adapt and die. Sometimes you eat the bear and sometimes the bear eats you.
Risk aversion is for sissies. Embrace death and watch your wallet burn.
BYW, I wouldn't get all proud of myself when nobody can hear the tanker screaming that the module didn't activate AGAIN! Or his weapon didn't fire AGAIN. Fix that. Then we can talk - after infantry gets active modules.
hilariously enough did you know that the forge gun and railgun misfire in the exact same manner? Often several times? It's utterly hilarious. when you're the guy that was just spared the killshot.
But on a more serious note to the guy KAL was responding to:
There is a simple fix to this simple problem. And crying for nerfs isn't the simple fix. It's just dumb. We'll see if the simple fix is implemented.
AV
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Vesta Opalus
T.H.I.R.D R.O.C.K
557
|
Posted - 2015.03.25 17:17:00 -
[149] - Quote
CCP Rattati wrote: 7)small blaster dispersion reduction
Check out this fix idea for small blasters being useless: thread
Basically add a small aoe burst to small blaster turrets to make them usable on dropships. Mite b cool |
The dark cloud
Negative-Feedback.
4197
|
Posted - 2015.03.26 00:38:00 -
[150] - Quote
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 make the scrubs scream and the vets cry.
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Vesta Opalus
T.H.I.R.D R.O.C.K
559
|
Posted - 2015.03.26 17:14:00 -
[151] - Quote
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 aoe on the small blaster would make it usable on dropships in a real way, which would be cool. |
XxBlazikenxX
Y.A.M.A.H
629
|
Posted - 2015.03.26 18:05:00 -
[152] - Quote
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. What about a burst varient?
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Vesta Opalus
T.H.I.R.D R.O.C.K
560
|
Posted - 2015.03.26 18:08:00 -
[153] - Quote
XxBlazikenxX 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. What about a burst varient?
Sure why not, but I think priority should be to get working mechanics for the base variant ;d |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2816
|
Posted - 2015.03.26 19:55:00 -
[154] - Quote
want... inverse... dispersion...
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Finn Colman
Immortal Guides Learning Alliance
160
|
Posted - 2015.03.26 21:39:00 -
[155] - 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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Greiv Rabbah
M.T.A.C Assault Operations Command
290
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Posted - 2015.03.26 21:40:00 -
[156] - Quote
BLOOD Ruler wrote:I am against the nerf of the Myo I use 2 adv on Amarr scout and it appears balance. How about after you have 2 stacked the third doesn't appear that high Basic is as intended, Complex works right.
an amscout? They do exist!!! +1 for the mythical creature!
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command
290
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Posted - 2015.03.26 21:41:00 -
[157] - Quote
XxBlazikenxX wrote:Cat Merc wrote:DarthJT5 wrote:Do you ever sleep? No, the Rattati needs none. Nor can he afford to sleep, after the giant mess the game was left in before he came in Since your a cat, and Rattati is a mouse pokemon, shouldn't you guys hate eachother? rattata is a mouse pokemon. Rattati is a dog, called RinTinTin in Amarrica
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command
290
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Posted - 2015.03.26 21:47:00 -
[158] - Quote
Velvet Overkill wrote: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.
I still have a scout lav in my hangar, doesnt mean i can use it.. overdrives i can, but why in all of new eden would i waste something so precious? theyll sell for a plex apiece(blatant hyperbole!!!) my point is... uh, i didnt make a point there, i dont think. anyway, yeah bring back overdrives! scout lavs too! and MTACs finally! i mean, come on! MTACs were part of the planetary battlefields in new eden even before the templars showed up. ok, so that ones not a right away thing, but someday? please?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command
290
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Posted - 2015.03.26 21:53:00 -
[159] - Quote
CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is?
Sebiestor scout, MTAC pilot, Merc w/ a face
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1474
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Posted - 2015.03.27 19:23:00 -
[160] - Quote
Dear devs, what happens? ...has been more than two weeks after hotfix Echo.
Solo tanks broken. LAVs broken. People fly across the sky.
Please answer!
Please support fair play!
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XxBlazikenxX
Y.A.M.A.H
646
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Posted - 2015.03.27 22:53:00 -
[161] - Quote
Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1476
|
Posted - 2015.03.28 01:02:00 -
[162] - Quote
XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS.
God, noooooooooooooo.....
Please support fair play!
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Vesta Opalus
T.H.I.R.D R.O.C.K
565
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Posted - 2015.03.28 06:38:00 -
[163] - Quote
XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS.
I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. |
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2843
|
Posted - 2015.03.28 17:52:00 -
[164] - Quote
Vesta Opalus wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. And sometimes.es vehicle pilots just want to roll around and slay.
Put vehicles back inOMS. Then separate the queues for Ambush and OMS once again. Win-win.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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XxBlazikenxX
Y.A.M.A.H
658
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Posted - 2015.03.28 19:44:00 -
[165] - Quote
John Psi wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. God, noooooooooooooo..... But where else can I murder innocent blueberries in a proto Marduk? Oh wait....
Dom
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
658
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Posted - 2015.03.28 19:47:00 -
[166] - Quote
Vesta Opalus wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. Madrugars? Invincible? You sir have a bad taste in jokes.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
658
|
Posted - 2015.03.28 19:47:00 -
[167] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. And sometimes.es vehicle pilots just want to roll around and slay. Put vehicles back inOMS. Then separate the queues for Ambush and OMS once again. Win-win. This is......... actually a good solution.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Vesta Opalus
T.H.I.R.D R.O.C.K
568
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Posted - 2015.03.28 19:52:00 -
[168] - Quote
XxBlazikenxX wrote:Vesta Opalus wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. Madrugars? Invincible? You sir have a bad taste in jokes.
Try 2 reps 2 hardeners dude, turn on hardeners, you become nearly invincible.
It will take 3+ players all dumping on you for a while to kill you. |
XxBlazikenxX
Y.A.M.A.H
658
|
Posted - 2015.03.28 20:08:00 -
[169] - Quote
Vesta Opalus wrote:XxBlazikenxX wrote:Vesta Opalus wrote:XxBlazikenxX wrote:Greiv Rabbah wrote:CCP Rattati, please bring vehicles back to OMS. if you can, give us customizable turrets we can OMS in ourselves eventually. and please give OMS its queue back. why not let OMS be a vehicle/av based mode to complement the pure infantry mode that ambush is? Yes please, I want vehicles back in OMS. I'd rather not. Its nice to have someplace to hide when the invincible madrugers get under your skin. Madrugars? Invincible? You sir have a bad taste in jokes. Try 2 reps 2 hardeners dude, turn on hardeners, you become nearly invincible. It will take 3+ players all dumping on you for a while to kill you. Been there done that. But try full complex damage modded Pro min commando with pro swarms with full proficiency.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2846
|
Posted - 2015.03.29 00:23:00 -
[170] - Quote
I haven't been able to run my tests yet, I've had RL getting in the way. But honestly, 2 hardeners 2 reps I think is perfectly fine. Its tanks being able to zip away when they are almost down that isn't okay. A tank should be hard to kill, but they shouldn't be able to escape as quickly and easily as they do.
The problem isn't the hardeners. The problem is the speed with which the tank can retreat.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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korrah silain
True Illuminate
16
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Posted - 2015.03.29 00:40:00 -
[171] - Quote
Perhaps as a limiting mechanic of the myobrils introduce a "jump charge" or perhaps have them allow an additional jump at the bonus of a single one per unit (could very well be disasteros) |
The Dark Cloud
Negative-Feedback.
4225
|
Posted - 2015.03.30 05:06:00 -
[172] - Quote
So any eta of the hotfix that fixes the hotfix yet?
I make the scrubs scream and the vets cry.
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ROMULUS H3X
research lab
483
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Posted - 2015.03.30 11:23:00 -
[173] - Quote
korrah silain wrote:Perhaps as a limiting mechanic of the myobrils introduce a "jump charge" or perhaps have them allow an additional jump at the bonus of a single one per unit (could very well be disasteros)
I believe it would be best to only allow super jumps if you crouch first, you know.... kinda like Super Mario! I mean wouldn't you have to retract your muscles before extending for a super jump.
Yet, first they would need to allow us to Jump out of Crouch position, which currently doesnt work.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7825
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Posted - 2015.04.04 00:38:00 -
[174] - Quote
Holy Sweet Jesus you nerds are going to lose your sh*t when you see the numbers it takes to break the tanks that Rattati had proposed before he let up on the hardeners.
even with a 10% hardener nerf on the numbers... It's insane. My rough guesstimate math was very nastily off in favor of the HAVs. Even kitbashing the numbers it STILL favors the HAVs.
Hat's off Rattati, you build 'em brutal.
AV
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The dark cloud
Negative-Feedback.
4289
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Posted - 2015.04.04 01:05:00 -
[175] - Quote
Could we get this fixed when eastern is over? Like tuesday/wednesday?
I make the scrubs scream and the vets cry.
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Sequal's Back
Dead Man's Game RUST415
512
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Posted - 2015.04.05 09:53:00 -
[176] - Quote
XxBlazikenxX wrote:Vesta Opalus wrote: Try 2 reps 2 hardeners dude, turn on hardeners, you become nearly invincible.
It will take 3+ players all dumping on you for a while to kill you.
Been there done that. But try full complex damage modded Pro min commando with pro swarms with full proficiency. I have this suit + prof and everything, the tank still rep faster than I damage it.
Fix the game before trying to add anything else.
(Hint: hit detection, lags, glitches,.. you've got some work :) )
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2946
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Posted - 2015.04.05 20:13:00 -
[177] - Quote
Some math on tanks.
Double hardeners provide a 61% resistance to damage. Double complex reps with max skills provide 275 hp/s. With two hardeners, you get a total ehp/s rate of 442.75 ehp/s. Proto swarms have a DPS of 608.78, assumign you get proper timing. So a single swarm, with no proficiency, no skills, and ignoring the 20% bonus against armor, are outDPSing the double hardened double rep Maddy at max skills.
So where are all these "invincible Maddy" claims coming from? I myself have experienced it coming from both the tanker running it and the AV fighting it. And I think I know what the problem is: sustained DPS. The reload time of the swarm launcher allows my tank to rep back to full health before you can get the DPS applying again. If we imagine a swarm launcher with infinite magazine size, a single swarmer could indeed kill this invincible Maddy, although it would take quite some time. The reload is what's causing the perception of unkillable Maddies.
Now, I have stated this opinion before but it bears repeating: This is a good thing. Hardeners should make my tank require lots of effort to kill. That's their entire purpose. If a single AV can kill me even with hardeners up, they are useless. The problem I have with tanks is how fast they can escape. Tanks need to be slower, both top speed and acceleration (and far slower scceleration at that) to emphasize a stand-and-deliver type of gameplay. Your tank is a citadel when hardeners are up. When they are down, you are vulnerable to attack. But that vulnerability is moot if I can zip away at LAV speeds and escape destruction.
Whirly gun make much thunder! - Victor
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The dark cloud
Negative-Feedback.
4316
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Posted - 2015.04.06 03:47:00 -
[178] - Quote
The DPS that gets trough with your math is 166,03. The rest of the damage gets negated and you have to keep in mind that you will need to reload your swarm launcher after 3 volleys fired. The double rep/hardener setup is extremely risky to run cause it cannot handle more then 1 av dude at a time. If a additional guy shows up that setup gets toasted insanely fast cause you have very few HP. Basically the alpha damage is bigger then you can rep against it and you blow up.
The most common fit is double hardener, plate and a rep. Its the overall best setup cause the armor buffer allows you to react to av. It is aswell more likely to survive a AV ambush with that then the double rep setup.
I make the scrubs scream and the vets cry.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3367
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Posted - 2015.04.11 18:15:00 -
[179] - Quote
Very much would like upped equipment count on the proto equipment such as the hives etc...
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2989
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Posted - 2015.04.11 19:06:00 -
[180] - Quote
Is this coming out anytime in April?
Whirly gun make much thunder! - Victor
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BIoody 619
D3ATH CARD RUST415
57
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Posted - 2015.04.13 06:05:00 -
[181] - Quote
Btw dont forget about the damage modifier bpo status doesnt display the right statues
Gellente Region = Freedom Fighters
{STD} Breach Assault + Red Dot = +50
SkillPoints Over 9,999,999,999
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CCP Rattati
C C P C C P Alliance
20759
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Posted - 2015.04.14 03:11:00 -
[182] - Quote
Thanks guys, we have been very busy, hoping to get these tweaks in sooner rather than later.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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