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Godin Thekiller
Negative-Feedback. Negative-Feedback
3170
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Posted - 2015.05.08 03:31:00 -
[1] - Quote
1: You cut the current firing time down by a second, and then nerfed its reload. This will affect it with dealing with turret installations, probably something you need to look at. Against HAV's it'll probably bring it more in line, although the other two still needs tweaks. It could probably need a bit more ammo per mag with this change.
2: Rockets getting the reload buff might be enough, although I think it could use less damage, but more shots.
3: I assume that's small rails. Meh, didn't really need it. Still too much of a AV turret tbh.
4: I don't think that giving proto PE's over double what they have now was really necessary, maybe 2 more. who knoes, that just might hinder them due to being a bigger grouping, and therefore easier to spot.
5: What exactly was the point of changing the MLT Hardeners to such a high degree of resistance? Like, what are you trying to solve with making it so high?
I assume you're holding out on any real hardener/rep changes for Amarr and WInmatar HAV's, which makes sense, but still kinda sucks. I'd also like to see some large rail changes, making it into more of what it was in Uprising (felt to be more balanced in Uprising imo, this ones feels like a Chome/1.7 Rail, but kinda nerfed so it won't be so OP). I hope it goes well.
BLUB
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CCP Rattati
C C P C C P Alliance
22102
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Posted - 2015.05.08 06:06:00 -
[2] - Quote
Godin Thekiller wrote:1: You cut the current firing time down by a second, and then nerfed its reload. This will affect it with dealing with turret installations, probably something you need to look at. Against HAV's it'll probably bring it more in line, although the other two still needs tweaks. It could probably need a bit more ammo per mag with this change.
2: Rockets getting the reload buff might be enough, although I think it could use less damage, but more shots.
3: I assume that's small rails. Meh, didn't really need it. Still too much of a AV turret tbh.
4: I don't think that giving proto PE's over double what they have now was really necessary, maybe 2 more. who knoes, that just might hinder them due to being a bigger grouping, and therefore easier to spot.
5: What exactly was the point of changing the MLT Hardeners to such a high degree of resistance? Like, what are you trying to solve with making it so high?
I assume you're holding out on any real hardener/rep changes for Amarr and WInmatar HAV's, which makes sense, but still kinda sucks. I'd also like to see some large rail changes, making it into more of what it was in Uprising (felt to be more balanced in Uprising imo, this ones feels like a Chome/1.7 Rail, but kinda nerfed so it won't be so OP). I hope it goes well.
BLUB
Can you clarify some of these things, I feel that there are some misunderstandings and I don't know what you are referring to.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3170
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Posted - 2015.05.08 07:01:00 -
[3] - Quote
CCP Rattati wrote:Godin Thekiller wrote:1: You cut the current firing time down by a second, and then nerfed its reload. This will affect it with dealing with turret installations, probably something you need to look at. Against HAV's it'll probably bring it more in line, although the other two still needs tweaks. It could probably need a bit more ammo per mag with this change.
2: Rockets getting the reload buff might be enough, although I think it could use less damage, but more shots.
3: I assume that's small rails. Meh, didn't really need it. Still too much of a AV turret tbh.
4: I don't think that giving proto PE's over double what they have now was really necessary, maybe 2 more. who knoes, that just might hinder them due to being a bigger grouping, and therefore easier to spot.
5: What exactly was the point of changing the MLT Hardeners to such a high degree of resistance? Like, what are you trying to solve with making it so high?
I assume you're holding out on any real hardener/rep changes for Amarr and WInmatar HAV's, which makes sense, but still kinda sucks. I'd also like to see some large rail changes, making it into more of what it was in Uprising (felt to be more balanced in Uprising imo, this ones feels like a Chome/1.7 Rail, but kinda nerfed so it won't be so OP). I hope it goes well.
BLUB Can you clarify some of these things, I feel that there are some misunderstandings and I don't know what you are referring to.
#1 is talking about Large Blasters, #2 is talking about Large missiles (and I'm sorry, but they just aren't missiles). Is that good enough, or is there anything specific you need me to cover (for those two, I was half asleep, so not all cylinders were firing atm)?
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Kallas Hallytyr
Skullbreakers
1516
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Posted - 2015.05.08 07:56:00 -
[4] - Quote
Just an FYI, when I was on last night (before the disconnect) the MLT aHardeners were NOT giving 60%. I'm hoping that is going to stay that way... *shudder*
Alt of Halla Murr. Sentinel.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3170
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Posted - 2015.05.08 08:24:00 -
[5] - Quote
Kallas Hallytyr wrote:Just an FYI, when I was on last night (before the disconnect) the MLT aHardeners were NOT giving 60%. I'm hoping that is going to stay that way... *shudder*
I'd still would like to know the logic behind that change.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8449
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Posted - 2015.05.08 10:05:00 -
[6] - Quote
Godin Thekiller wrote:Kallas Hallytyr wrote:Just an FYI, when I was on last night (before the disconnect) the MLT aHardeners were NOT giving 60%. I'm hoping that is going to stay that way... *shudder* I'd still would like to know the logic behind that change. Because militia hardeners giving better bonuses than proto is all kinds of stupid?
Maybe?
Just a little?
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3171
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Posted - 2015.05.08 10:36:00 -
[7] - Quote
Breakin Stuff wrote:Godin Thekiller wrote:Kallas Hallytyr wrote:Just an FYI, when I was on last night (before the disconnect) the MLT aHardeners were NOT giving 60%. I'm hoping that is going to stay that way... *shudder* I'd still would like to know the logic behind that change. Because militia hardeners giving better bonuses than proto is all kinds of stupid? Maybe? Just a little?
I just want to hear Ratatti's reasoning, on the surface it obviously looks silly as ****.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8452
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Posted - 2015.05.08 11:40:00 -
[8] - Quote
Odds are it's a typo that isn't mechanically applied.
Kinda like how the krins mods work on all weapons but the sidearm bonus is the only one that shows in the fitting window.
I figure that it's just a visual error realistically.
I thought you were asking why militia hardeners should be dropped from 60. Misunderstood the context.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
2061
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Posted - 2015.05.08 16:24:00 -
[9] - Quote
One way to look at it is that militia hardeners have more CPU / PG usage so , if they work better then that's not a big issue .. you have to have SP's in the vehicle tree to make the most of any vehicle mod to begin with and you see far more players using HAV's and if their just starting out , they won't have the advantages of someone who is invested so they can actually use militia HAV's and it be worth it for them until they become invested and are able to make use of more options and for those who are invested you care to use these for the benefit .. now you have to deal with the CPU / PG usage but if your invested then it really wouldn't be too much of a tax or hassle doing so if that's what you choose .
I think it was a brilliant ideal and helps out newcomers and those who are invested who want that extra umph but having more tax in the CPU / PG to get it and maybe cancels out the fits that people seem to complain about far too often .
Good job on that one Rattati .
This shows that you thought about the have not's and maybe this will give some the attitude of investing in vehicles instead of using them just to mow down infantry and boost KDR .
Doubts are like bothersome flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3172
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Posted - 2015.05.08 19:41:00 -
[10] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:One way to look at it is that militia hardeners have more CPU / PG usage so , if they work better then that's not a big issue .. you have to have SP's in the vehicle tree to make the most of any vehicle mod to begin with and you see far more players using HAV's and if their just starting out , they won't have the advantages of someone who is invested so they can actually use militia HAV's and it be worth it for them until they become invested and are able to make use of more options and for those who are invested you care to use these for the benefit .. now you have to deal with the CPU / PG usage but if your invested then it really wouldn't be too much of a tax or hassle doing so if that's what you choose .
I think it was a brilliant ideal and helps out newcomers and those who are invested who want that extra umph but having more tax in the CPU / PG to get it and maybe cancels out the fits that people seem to complain about far too often .
Good job on that one Rattati .
This shows that you thought about the have not's and maybe this will give some the attitude of investing in vehicles instead of using them just to mow down infantry and boost KDR .
That logic would make sense if it was some sort of type 2 hardener, but it simply isn't. MLT **** should be expendable and cheap, which for a vehicle, current Soma's and Sicas are. They are intentionally made to be ****** against actual skilled for gear because they are SUPPOSED to be inferior. Making them comparable in that case doesn't really make sense.
And when vehicles have actual roles, they won't be used as such. Until then, people will still use them to mow down infantry. What else are they supposed to do?
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2186
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Posted - 2015.05.08 21:49:00 -
[11] - Quote
You know, you can buff/nerf missiles ammo per clip or reload, it still doesn't help solve the main problem. The Missiles do close to 0 damage on the armor of madrugars with their double hardeners and reps.
Actually, they barley do damage to madrugar with only one harder reps and a plate.
Also, they are useless against shield vehicles on top of Armor vehicles.
Rof Buff plz.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3174
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Posted - 2015.05.09 03:56:00 -
[12] - Quote
Sir Dukey wrote:You know, you can buff/nerf missiles ammo per clip or reload, it still doesn't help solve the main problem. The Missiles do close to 0 damage on the armor of madrugars with their double hardeners and reps.
Actually, they barley do damage to madrugar with only one harder reps and a plate.
Also, they are useless against shield vehicles on top of Armor vehicles.
Rof Buff plz.
With this and skills added to it, it's ultimatly fine. It's definitely not getting back its ROF without a damage nerf, that'd just make it a short range gank machine, and that's not needed or wanted back.
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