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Thread Statistics | Show CCP posts - 19 post(s) |
Booby Tuesdays
Ahrendee Inc. Negative-Feedback
1572
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Posted - 2015.05.07 13:27:00 -
[31] - Quote
CCP Rattati wrote: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. Nice try, lol. I'm patiently waiting to give them Marine issue SKINs please.
IF YOU CAN READ THIS
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Twelve Guage
Random Gunz Rise Of Legion.
555
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Posted - 2015.05.07 13:30:00 -
[32] - Quote
Tech De Ra wrote: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. holy center justified batman
Like that then you should see my player trading thread it isn't open yet but when it is center justified will be there.
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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CCP Rattati
C C P C C P Alliance
21945
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Posted - 2015.05.07 13:30:00 -
[33] - 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"
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Tech De Ra
Electronic Sports League
1093
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Posted - 2015.05.07 13:39:00 -
[34] - Quote
Ratatti, what about making a separate myofib that only affects the melee damage?
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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Twelve Guage
Random Gunz Rise Of Legion.
555
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Posted - 2015.05.07 13:43:00 -
[35] - Quote
CCP Rattati wrote: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.
Well until then I will be eagerly awaiting for the next update.
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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CCP Rattati
C C P C C P Alliance
21949
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Posted - 2015.05.07 13:43:00 -
[36] - 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"
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Tech De Ra
Electronic Sports League
1093
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Posted - 2015.05.07 13:50:00 -
[37] - Quote
CCP Rattati wrote: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.
that brings the side effects of: * scouts having gigantic melee damage instead of just the 5 slot suits * the chance at melee damage becoming ridiculous, because of the +50% efficacy from skills
either way it would make me happy, but those are things to think about
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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I-Shayz-I
I----------I
5527
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Posted - 2015.05.07 14:05:00 -
[38] - Quote
Standard nanohives should not have been buffed to 6 carried. Not sure if this was a blanket buff to all nanohives or not.
At least, compact nanohives do not have fair stats to be allowed to have 6 carried.
If 6 carried is intended, nanite amount per nanohive needs to be reduced, and max deployed set to 1
7162 wp with a Repair Tool!
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Booby Tuesdays
Ahrendee Inc. Negative-Feedback
1575
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Posted - 2015.05.07 14:09:00 -
[39] - Quote
I-Shayz-I wrote:Standard nanohives should not have been buffed to 6 carried. Not sure if this was a blanket buff to all nanohives or not.
At least, compact nanohives do not have fair stats to be allowed to have 6 carried.
If 6 carried is intended, nanite amount per nanohive needs to be reduced, and max deployed set to 1 Only Logis should get an increased carry amount, imo.
IF YOU CAN READ THIS
YOU DON'T NEED GLASSES
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Tech De Ra
Electronic Sports League
1093
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Posted - 2015.05.07 14:10:00 -
[40] - Quote
I-Shayz-I wrote:Standard nanohives should not have been buffed to 6 carried. Not sure if this was a blanket buff to all nanohives or not.
At least, compact nanohives do not have fair stats to be allowed to have 6 carried.
If 6 carried is intended, nanite amount per nanohive needs to be reduced, and max deployed set to 1
Anymore than 1 compact hive allowed is pretty crazy >_>
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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Varoth Drac
Dead Man's Game RUST415
819
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Posted - 2015.05.07 14:12:00 -
[41] - Quote
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). |
Varoth Drac
Dead Man's Game RUST415
819
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Posted - 2015.05.07 14:16:00 -
[42] - Quote
Double post. |
Meisterjager Jagermeister
938
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Posted - 2015.05.07 14:18:00 -
[43] - Quote
Luk Manag wrote: Also, I absolutely can't wait to see if I can fit my Krin's Damage Mods on any of my APEX suits. I'm really excited about that possibility.
You can.
AKA - StarVenger- Horizons' Edge
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CCP Rattati
C C P C C P Alliance
21958
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Posted - 2015.05.07 14:25:00 -
[44] - 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"
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five times
Liverpool F.C.
133
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Posted - 2015.05.07 14:29:00 -
[45] - Quote
is it possible to duplicate the fitting so you can have 1 apex warlord sent with hmg and another fitting with a forge gun? |
DeathwindRising
ROGUE RELICS
1027
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Posted - 2015.05.07 14:30:00 -
[46] - Quote
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. |
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CCP Rattati
C C P C C P Alliance
21964
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Posted - 2015.05.07 14:33:00 -
[47] - 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"
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Tebu Gan
Capital Acquisitions LLC
1412
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Posted - 2015.05.07 14:34:00 -
[48] - Quote
A few questions:
What exactly is "Activation Delay" on hardeners?
On militia armor hardener, is 60% the correct number you were shooting for? Or did you intend to normalize them at 40% to fall in line with other variants.
Other than that, several of the fixes were a long time coming. Like the small blaster change, moving regulators and dispersion mods to proper slots, and fixing equipment carried amount.
Others unexpected and welcome, if not a little iffy. The LAV change is VERY welcome. I'm quite happy with being able to fit a pretty decent one with my max vehicle skills now.
The reduction to rail heat and increase to blaster heat seems like a good start. Small changes that could have noticeable impacts. Might help with shields survival against them though I see blaster maddie battles further increasing in TTK. Better off just leaving one another alone.
And lastly, the shield hardener cooldown time decrease is interesting. Though I suspect that this isn't across all tiers of said modules. Good for the moment though as shield tankers can drop to lower tier for less PG/CPU and get the same benefit as a pro module but conversely gives a large advantage to lower SP shield tankers. So good and bad there.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1412
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Posted - 2015.05.07 14:38:00 -
[49] - Quote
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!
Tanks - Balancing Turrets
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Twelve Guage
Random Gunz Rise Of Legion.
555
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Posted - 2015.05.07 14:39:00 -
[50] - Quote
five times wrote:is it possible to duplicate the fitting so you can have 1 apex warlord sent with hmg and another fitting with a forge gun? Yes
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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CCP Rattati
C C P C C P Alliance
21969
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Posted - 2015.05.07 14:40:00 -
[51] - 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"
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LudiKure ninda
Dead Man's Game RUST415
268
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Posted - 2015.05.07 14:42:00 -
[52] - Quote
CCP Rattati wrote: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
Wait that is actualy legit!!!!!?????
( -í° -£-û -í°)
Fully maxed tank pilot.
Fully maxed Heavy.
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CCP Rattati
C C P C C P Alliance
21969
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Posted - 2015.05.07 14:48:00 -
[53] - 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"
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LudiKure ninda
Dead Man's Game RUST415
268
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Posted - 2015.05.07 14:50:00 -
[54] - Quote
Militia armor hardner is going to be 60%??
Now that **** is gamebreaking...
( -í° -£-û -í°)
Fully maxed tank pilot.
Fully maxed Heavy.
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 14:52:00 -
[55] - Quote
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.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 14:53:00 -
[56] - Quote
LudiKure ninda wrote:Militia armor hardner is going to be 60%??
Now that **** is gamebreaking...
With the long CD time, we shall see how it pans out.
Tanks - Balancing Turrets
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CCP Rattati
C C P C C P Alliance
21973
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Posted - 2015.05.07 14:53:00 -
[57] - 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"
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Tebu Gan
Capital Acquisitions LLC
1413
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Posted - 2015.05.07 15:02:00 -
[58] - Quote
CCP Rattati wrote:ok bad quotation on my end, I meant your explanation is correct. It's inverted in our editor so I typed that.
Awesome! So ya just fixed MLT hardeners to 40% as they should have been at the start. Gotcha.
Tanks - Balancing Turrets
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Kain Spero
Negative-Feedback
5129
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Posted - 2015.05.07 15:19:00 -
[59] - Quote
CCP Rattati wrote: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. as well as being accessible to all through LP stores. Again, we are studying this and will report back.
Personally I see this as a fantastic change that will invigorate FW and create a slow rolling teiracide in the game over time.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Dreis ShadowWeaver
0uter.Heaven Back and Forth
3489
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Posted - 2015.05.07 15:26:00 -
[60] - Quote
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.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Day 20/30 exclusively Minja
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