|
Author |
Thread Statistics | Show CCP posts - 19 post(s) |
|
CCP Rattati
C C P C C P Alliance
21927
|
Posted - 2015.05.07 10:29:00 -
[1] - Quote
Dear players,
This patch is simply meant to address Echo and Warlords 1.1 issues.
As the plan was always to allow APEX users to use SKINs, we have gone ahead and tailored each APEX loadout to exactly the fitting capacity it needs with the current items and skills and unlocked them for editing. All slots will be mandatory so it will not possible to remove all items and fit advanced and prototype weapons or gear. We will be monitoring the situation on APEX suits over the following weeks.
This will allow players to do the following commonly requested things to APEX loadouts * Rearrange equipment, very necessary for logistics players * Swap SKINs, especially sought after by owners of LP APEXGÇÖs, especially with upcoming Marine Issue SKINs * Customize by swapping a similar item based on preferred playstyle, Rail Rifle from an Assault Rail Rifle, etc. * Rename them so they are aligned with the playerGÇÖs existing loadouts
APEX loadouts have been moved to a separate category under Loadouts in the Marketplace as Visual Customization will be through SKINs after Warlords 1.1.
To counter any PG/CPU mod shenanigans we have used the opportunity to make a change we have wanted for a long time. We are moving PG mods to high slots and adding a CPU cost to them, this will make them more useful as they donGÇÖt occupy the PG low slot anymore. We are also adding a PG fitting cost to CPU upgrades as they had zero fitting cost before.
As was plainly explained with the Myofibril mods, we wanted to increase the jumping height so that stacking 3 would allow to get on top of the large containers. The plan was for stacking penalties to take care of the rest, as the 4th and 5th module under stacking penalties add incrementally almost zero improvement under normal circumstances. However, the stacking penalty does not work currently, and we havenGÇÖt found the cause. Until the cause has been found and a fix deployed, we will be limiting Myofibrils to 3 per loadout which is almost the same effect. It was silly fun while it lasted, but, ultimately not the designed intent.
Remote Explosives throwing distance has been reduced, as activation delay settings seem to be bugged. Remote Explosives are designed to be placeables, or traps in essence, not super-grenades. Packed Remote Explosives should be the go to Anti-Vehicle Explosive, with an increased throw distance at the cost of damage radius. Packed RE users should be mindful that they need to be thrown at the center mass of vehicles due to the smaller radius of the explosion and throwing at the front tracks of HAVGÇÖs, for example, may not be enough.
Other Fixes Experimental Assault Combat Rifle now has the proper Experimental stats, 3% increased damage, 25% faster reload and 10% higher clip and ammo capacity.
LAVGÇÖs have been given additional fitting capacity and an extra slot to reward dedicated LAV drivers whereas SHAVs no longer have pre-fitted Small Turrets as intended.
A number of smaller tweaks to Small Blasters, Assault Heavy Machine Guns, Vehicle Modules, Infantry Equipment, Vehicle Turrets are detailed here.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21938
|
Posted - 2015.05.07 13:06:00 -
[2] - Quote
I-Shayz-I wrote:So uh
My apex logi suit has a base value of 217 CPU and 47 PG
Which isn't bad until you apply level 5 skills, and now it has 196/285 CPU and 44/62 pg
Effectively making this a BPO adv suit now. like we said, we will monitor, and see what can be done to the issues that arise, and also, that ADV suit would also benefit from those skills, setting it a bar above.
Seeing that you also need to pay for additional gear, it's no longer a pure bpo anymore.
Again, we are studying this and will report back.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21941
|
Posted - 2015.05.07 13:22:00 -
[3] - Quote
Booby Tuesdays wrote:Briefly tested out my Republic Shaman before work (the one bright side about working at 6 am...) I can put a Mass Driver on it, yay!!! To switch the layout of my equipment, I have to use ISK variants? Boo!!! I now have roughly 100 more HP, an advanced weapon, and better equipment. Total ISK cost? 17,000. I could make this fit even better if I ditch the EXO-5 MD for the less CPU/PG intensive CR. I won't though, cause you know, MD for life and all. Hope to test out Suicide LAV with packed remotes when I get home. I hear all the cool kids are putting legacy SKINs on those bad boys.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21945
|
Posted - 2015.05.07 13:30:00 -
[4] - Quote
Twelve Guage wrote:Really love that you guys have open the apex suits slots. I can finally take the ACR off of my republic suit and run my first love the MD on this beast. However I would like to suggest two thing be done to these suits.
The first is that I would have like to be able to change the place of the bpos that came on the suit. It really makes no sense for me to run a militia nan-hives bpo when the bpo on the suit just plain better. ex militia nan-hives bpo max carry is 1 apex suit nan-hives bpo max carry is 6.
The second thing is why not just lock what can be put on the apex suit based on its meta level. All most all of the stuff on these suit are meta level 0 or 1 (there may be a few exceptions to this) so why not just set it so that the slots can only equipped things with those meta level? ex If it has a meta level of 1 things with a meta level of 0 or 1 can be equipped in that slot.
That is a good idea, or capping at a certain metalevel total, but we can't do that in a hotfix.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21949
|
Posted - 2015.05.07 13:43:00 -
[5] - Quote
Tech De Ra wrote:Ratatti, what about making a separate myofib that only affects the melee damage? simple fix is just increase myofib melee damage.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21958
|
Posted - 2015.05.07 14:25:00 -
[6] - Quote
Varoth Drac wrote:In game militia armour hardeners are still listed as 25%.
Also, basic shield hardeners have been buffed to 60s cooldown like the spreadsheet says, but advanced and proto haven't, so proto hardeners are now the same as basic (60s cooldown) and adv has an 80s cooldown. This is just going by the stats in the market, haven't tested on a tank yet.
(Not moaning, just trying to be helpful).
Thanks
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21964
|
Posted - 2015.05.07 14:33:00 -
[7] - Quote
DeathwindRising wrote:Even worse the the hardener is the dispersion mod. I flagged it as a big already but basically it's negatively effecting the small blasters.
Since they gain accuracy through inverted dispersion, and thus are effected by dispersion mechanics, a module that decreases the rate of dispersion would decrease the rate at which small blaster gain their accuracy.
Basically, the dispersion mod keeps small blasters from becoming more accurate.
I knew, the dispersion mod was intended for the large turret. For the duration, small blasters will be affected. They are very quick to reach min dispersion though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21969
|
Posted - 2015.05.07 14:40:00 -
[8] - Quote
Tebu Gan wrote:CCP Rattati wrote:DeathwindRising wrote:Even worse the the hardener is the dispersion mod. I flagged it as a big already but basically it's negatively effecting the small blasters.
Since they gain accuracy through inverted dispersion, and thus are effected by dispersion mechanics, a module that decreases the rate of dispersion would decrease the rate at which small blaster gain their accuracy.
Basically, the dispersion mod keeps small blasters from becoming more accurate. I knew, the dispersion mod was intended for the large turret. For the duration, small blasters will be affected. They are very quick to reach min dispersion though. Well, if you are running gunners, I would opt for double blaster damage mods anyhow over dispersion mod. Pretty easy to land shots with the large without it, and if you are carrying gunners they should be wrecking some havok. More so with damage mods! I'll be interested in seeing how these play out in practice!
In the current meta, if we balance shields and armor a little better, I want to see missiles becoming a real counter to armor and then I think we can move on from HAV's and to dropships.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21969
|
Posted - 2015.05.07 14:48:00 -
[9] - Quote
Tebu Gan wrote:A few questions:
What exactly is "Activation Delay" on hardeners?
On militia armor hardener, is 60% the correct
A delay from activation until it is active, this will make tankers a little more vulnerable.
yes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
21973
|
Posted - 2015.05.07 14:53:00 -
[10] - Quote
Tebu Gan wrote:CCP Rattati wrote:Tebu Gan wrote:A few questions:
What exactly is "Activation Delay" on hardeners?
On militia armor hardener, is 60% the correct
A delay from activation until it is active, this will make tankers a little more vulnerable. yes Interesting, see how it pans out 60% huh, now that's weird. Double MLT hardeners for the win.
ok bad quotation on my end, I meant your explanation is correct. It's inverted in our editor so I typed that.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
CCP Rattati
C C P C C P Alliance
21999
|
Posted - 2015.05.07 15:28:00 -
[11] - Quote
Dreis ShadowWeaver wrote:This is good news. The only request I have is letting us view SKINs in-game. That's the only thing that's stopping me from buying one. They look just like the pictures. Maybe ask Jadek to put up a catwalk for you?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22002
|
Posted - 2015.05.07 15:42:00 -
[12] - Quote
Alcina Nektaria wrote:Will you be releasing Gk.0 Medium skins sometime soon? It makes me sad that I can't buy one....because they don't exist :( Yes, we have something in store, not sure exactly when.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22003
|
Posted - 2015.05.07 15:50:00 -
[13] - Quote
Dreis ShadowWeaver wrote:CCP Rattati wrote:Dreis ShadowWeaver wrote:This is good news. The only request I have is letting us view SKINs in-game. That's the only thing that's stopping me from buying one. They look just like the pictures. Maybe ask Jadek to put up a catwalk for you? Some people have said that they look different to the pictures though, so I'm a little bit wary... Either way, since you're trying to sell visuals, it's ridiculous that most people (non-forumites) won't be able to get a good look at them. The SKINs should be visible in-game, just like you can see the visuals of other BPOs like APEXs. Can we get confirmation that this is something you intend to work on? Of course, we just wanted the SKINs out so we could start setting up the replacement cycle of colored BPO's.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22102
|
Posted - 2015.05.08 03:57:00 -
[14] - Quote
Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention?
Yes, armor is slow and long, shields are more nimble hit and run
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22103
|
Posted - 2015.05.08 06:17:00 -
[15] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little.
Any big changes to fitting to fix HAV problems, hits Dropships harder.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22127
|
Posted - 2015.05.08 13:30:00 -
[16] - Quote
dzizur wrote:@ Rattati, are packed remotes really working? or did you just remove killing tanks with remotes?
Oh yeah.. pics or didn't happen ;)
I blew up loads of tanks on the testserver. You have to aim for center mass though, the turret area on a madrugar f.ex.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22199
|
Posted - 2015.05.09 02:03:00 -
[17] - Quote
Petrified Ancient Tree wrote:My APEX Hawk suit really appreciated being able to deploy drop uplinks. The scanner was rarely used.
That said: whats happening with Krins LEX damage modifier BPO? Is it only supposed to effect Sidearms or, as the description implies, will it effect all handheld weapons - light included? Or is the stat window bugged with regards to it? just the stat window, the dmg mod works as intended
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
22199
|
Posted - 2015.05.09 02:04:00 -
[18] - Quote
No-one-ganks like-Gaston wrote:Yo, Rattati! Not relevant to the hotfix, but can we get green map icons for our personally deployed equipment?
As I'm sure you already know, a big problem we have is with trolls and saboteurs finding their way through the graphics and into buildings and dropping up-links everywhere, causing people to spawn into box traps they can only escape by suicide or leaving the match. If you've got someone on your team putting spawn points in positions like that you don't know where is safe to spawn in the general area and it's either use a default spawn or CRU every single time, forcing you further away from a tactical position or from helping your teammates in a tight spot, or risk ending up in the same situation and losing another suit. All while the enemy completely overruns the objective. And if you've got your own teammates actively working against you, why would you even want to stay in the battle? Allowing us to tell our own, or maybe even also our squadmate's, equipment apart from the other randoms may not fix the problem, but it'll definitely go a long way to smoothing things over.
On a more personal note, another reason I want to be able to tell my equipment apart from others is that, since I use low-tier Scouts fairly often for placing REs or up-links, I like to know if that equipment is mine, or if my previous deployment got used up/destroyed and it's safe for me to place another without breaking the previous up-link or double-covering an objective with my own REs.
I made a thread about this, but since you seem to be active in here I figured I'd give it a shot. This is a good idea, both personal and squad colors.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
|