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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 13:51:00 -
[1] - Quote
* MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners * Wiggle Wiggle * Team-shared Active Scans
Shoot scout with yes. - Ripley Riley (for CPM2)
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PARKOUR PRACTIONER
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
2
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Posted - 2015.05.26 14:15:00 -
[2] - Quote
Agree. What about proposed buffs?
Minmatar-Daredevil, blind, smart, resourceful, breaks faces
GET UP
Back to where it began
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jonny battles
Brutor Vanguard Minmatar Republic
30
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Posted - 2015.05.26 14:17:00 -
[3] - Quote
Lies
It was just that easy
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Nocturnal Soul
Primordial Threat
6
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Posted - 2015.05.26 14:30:00 -
[4] - Quote
Bolt pistol needs its AA removed
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.26 14:45:00 -
[5] - Quote
nerefing wiggle will correct minassault
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Vulpes Dolosus
Molon Labe. RUST415
3
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Posted - 2015.05.26 15:07:00 -
[6] - Quote
I think Enh and Complex heavy repairs could use a fitting increase.
I also wouldn't mind a slight increase to swarm lock time.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 16:15:00 -
[7] - Quote
PARKOUR PRACTIONER wrote:Agree. What about proposed buffs? Buffs are a 'bit tougher ... will stick with the obvious, safe ones ...
* Commandos (all races, all tiers) * Magsec SMG * Ion Pistol * Large Missile Turrets (defer to reasonable pilots on this one) * Sniper Rifles / Sniping Mechanics * Scout EWAR and/or Cloak Mechanics
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 16:23:00 -
[8] - Quote
Which one?
Nocturnal Soul wrote:Bolt pistol needs its AA removed From what I understand, Aim Assist can be dialed up/down. I wouldn't object to BP AA being dialed down slightly; I use it often, and it is very accurate from the hip.
Breakin Stuff wrote:nerefing wiggle will correct minassault Certainly possible. Still, this unit is too fast considering the HP levels it can attain.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
739
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Posted - 2015.05.26 16:54:00 -
[9] - Quote
Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans
RE: Min Assault: all minmatar suits need their stamina regen nerfed across the board, their mobility is pretty rediculous when compared to Gal/Cal equivalents because they get their stamina back 2.5x faster, it also makes myofibril suits stupidly good for them, because with a very short pause you can jump again to full height without waiting nearly as long as other suits do.
Other than stam regen min assault isnt all that impressive, frequently loses head to head fights with other suits due to hp differences and doesn't have the dampening to ensure surprise like a scout would. (and I would buff amar scout base speed so that its at least .2 m/s faster than min assault base speed) |
alias lycan
Capital Acquisitions LLC
39
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Posted - 2015.05.26 17:03:00 -
[10] - Quote
You just showed why min assaults need to keep their stamina. Its their mobility is the defining feature |
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 17:50:00 -
[11] - Quote
alias lycan wrote:You just showed why min assaults need to keep their stamina. Its their mobility is the defining feature If HP and Mobility were inversely related, mobility would be a defining characteristic of low-HP units.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 17:51:00 -
[12] - Quote
Adipem Nothi wrote:alias lycan wrote:You just showed why min assaults need to keep their stamina. Its their mobility is the defining feature If HP and Mobility were inversely related, mobility would be a defining characteristic of low-HP units.
DO WANT
Know what cannot be known.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
425
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Posted - 2015.05.26 19:23:00 -
[13] - Quote
You gave no reasoning for anything. Can you logically explain why any of that should take a Nerf? |
Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 19:44:00 -
[14] - Quote
Roger Cordill wrote:You gave no reasoning for anything. Can you logically explain why any of that should take a Nerf? Yes :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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alias lycan
Capital Acquisitions LLC
39
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Posted - 2015.05.26 19:50:00 -
[15] - Quote
Adipem Nothi wrote:alias lycan wrote:You just showed why min assaults need to keep their stamina. Its their mobility is the defining feature If HP and Mobility were inversely related, mobility would be a defining characteristic of low-HP units. And this is why scouts are fast and min scout is the fastest |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.26 20:32:00 -
[16] - Quote
Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans
I'm going to ask why on several things not necessarily the ones you might expect though.
MN Assault? Armour Plates? And the Large Blaster Turret?
I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass.
Specifically what about it do you feel needs to be nerfed?
"Crush all who complain!"
- Arkena Wyrnspire
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Adipem Nothi
Nos Nothi
9
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Posted - 2015.05.26 21:00:00 -
[17] - Quote
True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed?
MN Assault High Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in).
Armor Plates High-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick.
Blaster Turrets Primarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Georgia Xavier
Y.A.M.A.H No Context
549
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Posted - 2015.05.26 21:05:00 -
[18] - Quote
How about the scrambler pistol variants besides breach? It's also missing some variants at Pro (breach and burst) and at Std (burst)
Click me
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1
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Posted - 2015.05.26 21:08:00 -
[19] - Quote
Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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Georgia Xavier
Y.A.M.A.H No Context
549
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Posted - 2015.05.26 21:17:00 -
[20] - Quote
THUNDERGROOVE wrote:Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol. You try killing with the burst, even ridiculous AA won't save that disgrace
Click me
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.26 21:20:00 -
[21] - Quote
Georgia Xavier wrote:THUNDERGROOVE wrote:Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol. You try killing with the burst, even ridiculous AA won't save that disgrace It certainly isn't the best sidearm, but I'd take a Burst ScP over a MagSec or Ion Pistol any day :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Georgia Xavier
Y.A.M.A.H No Context
550
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Posted - 2015.05.26 21:30:00 -
[22] - Quote
Adipem Nothi wrote:Georgia Xavier wrote:THUNDERGROOVE wrote:Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol. You try killing with the burst, even ridiculous AA won't save that disgrace It certainly isn't the best sidearm, but I'd take a Burst ScP over a MagSec or Ion Pistol any day :-) ......good point, touche indeed
Click me
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
426
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Posted - 2015.05.26 21:34:00 -
[23] - Quote
Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed? MN AssaultHigh Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in). Armor PlatesHigh-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick. Blaster TurretsPrimarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank. I'd freely defer to reasonable pilots on this, but if pressed for suggestion I'd propose nerfing its dispersion (so mowing down infantry with impunity while hardened would take more time/effort), I'd propose nerfing its maximum range or accuracy at range (so popping infantry at longish range wouldn't happen), and I'd propose a less lenient overheat mechanic (to leave it at disadvantage against missile HAVs and to limit the amount of infantry casualties it can inflict in a given hardened cycle).
Min Assaults are relatively easy to kill at a distance, and the only thing that would need to change imo is its silly ability to dodge most bullets by simply strafing them.
The problem with plates seems to be similarly in vehicles where there's nothing really useful to put in those slots other than plates. Also, simply nerfing them because they are currently the most useful is kinda misguided.
I don't have much expirence with vehicles (yet, I'm getting there). From what I see, if a infantry is caught in the open, or not even trying to dodge the bullets, dying is common. From my infantry play, I can see that is the case; even going as far as staying in closed off areas or in inaccessible areas from the HAV (with AV for maximum effect) will get the HAV to go away.
( From your Graceful Fish Lord)
If you're dying to blasters, stay under cover being a fatty, or just quit scrubbing. Also, a LARGE turret is AV. There is no such thing as an AI large turret; that is nonsense. As for your needs, no. Any less accuracy and it will be forced in to fight at pretty much point blank. Heating has already been needed twice, it doesn't need any more in that field.
@True Shotgun turret fo' life. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.26 21:45:00 -
[24] - Quote
Roger Cordill wrote:Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed? MN AssaultHigh Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in). Armor PlatesHigh-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick. Blaster TurretsPrimarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank. I'd freely defer to reasonable pilots on this, but if pressed for suggestion I'd propose nerfing its dispersion (so mowing down infantry with impunity while hardened would take more time/effort), I'd propose nerfing its maximum range or accuracy at range (so popping infantry at longish range wouldn't happen), and I'd propose a less lenient overheat mechanic (to leave it at disadvantage against missile HAVs and to limit the amount of infantry casualties it can inflict in a given hardened cycle). 1. Min Assaults are relatively easy to kill at a distance, and the only thing that would need to change imo is its silly ability to dodge most bullets by simply strafing them. 2. The problem with plates seems to be similarly in vehicles where there's nothing really useful to put in those slots other than plates. Also, simply nerfing them because they are currently the most useful is kinda misguided. 3. I don't have much expirence with vehicles (yet, I'm getting there). From what I see, if a infantry is caught in the open, or not even trying to dodge the bullets, dying is common. From my infantry play, I can see that is the case; even going as far as staying in closed off areas or in inaccessible areas from the HAV (with AV for maximum effect) will get the HAV to go away. If you're dying to blasters, stay under cover being a fatty, or just quit scrubbing. 4. Also, a LARGE turret is AV. There is no such thing as an AI large turret; that is nonsense. As for your needs, no. Any less accuracy and it will be forced in to fight at pretty much point blank. Heating has already been needed twice, it doesn't need any more in that field.
1. Relative to what? Agreed on wiggle wiggle.
2. Correct; brick affords users more utility other low-slot modules. Whether or not we should reign in brick or buff all else is debatable.
3. Thanks for the tip.
4. Large Blaster turrets are killing infantry all the time. This is why you find Blaster HAVs parked near hostile CRUs. They're also pretty good at popping infantry at range. I guess I'd have to concede on whether or not Large Blaster Turrets are supposed to be anti-infantry, though they're certainly filling that role.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Georgia Xavier
Y.A.M.A.H No Context
553
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Posted - 2015.05.26 21:49:00 -
[25] - Quote
Adipem Nothi wrote:2. Correct; brick affords users more utility other low-slot modules. Whether or not we should reign in brick or buff all else is debatable. A buff on other modules would be nice. But which ones though? Something like the cardiac regulators? Damps?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.26 21:56:00 -
[26] - Quote
Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed? MN AssaultHigh Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in). Armor PlatesHigh-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick. Blaster TurretsPrimarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank. I'd freely defer to reasonable pilots on this, but if pressed for suggestion I'd propose nerfing its dispersion (so mowing down infantry with impunity while hardened would take more time/effort), I'd propose nerfing its maximum range or accuracy at range (so popping infantry at longish range wouldn't happen) and I'd propose a less lenient overheat mechanic (to leave it at disadvantage against missile HAVs and to limit the amount of infantry casualties it can inflict between hardened cycles).
Interesting.....digesting feed back.....processing formative response.....embiggening Wilson's Beard....reticulating a keen sense of despair......
My thoughts in regards to the Minmatar Assault can be summised as one simple question.
"Is the it being over used because its core statistics allow it to do so or is it being used because it is able to break Dust's poor hit detection, gains a bonus to an arguable over performing anti-armour rifle in an anti-armour meta, and remains a versatible 4/4 suit?"
Low slots issue I can understand though nerfing armour modules will not see a wider use of low slot modules instead it will cement the value of tank modules in the low slots. If anything rather than nerf them we need to be able to incentivise the use of other modules however at this time I cannot think of any such changes.
Tank Feedback Inbound......Framing Pines........ Insinuating Pathos.......
"Crush all who complain!"
- Arkena Wyrnspire
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Nocturnal Soul
Primordial Threat
6
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Posted - 2015.05.26 22:06:00 -
[27] - Quote
THUNDERGROOVE wrote:Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol. It also has 3-4x the damage
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 22:10:00 -
[28] - Quote
True Adamance wrote: [...] Tank Feedback Inbound......Framing Pines........ Insinuating Pathos.......
I love Light Heavy Planet !!
Know what cannot be known.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.26 22:29:00 -
[29] - Quote
True Adamance wrote: 1. My thoughts in regards to the Minmatar Assault can be summised as one simple question. "Is the it being over used because its core statistics allow it to do so or is it being used because it is able to break Dust's poor hit detection, gains a bonus to an arguable over performing anti-armour rifle in an anti-armour meta, and remains a versatible 4/4 suit?"
2. Low slots issue I can understand though nerfing armour modules will not see a wider use of low slot modules instead it will cement the value of tank modules in the low slots. If anything rather than nerf them we need to be able to incentivise the use of other modules however at this time I cannot think of any such changes.
3. Tank Feedback Inbound......Framing Pines........ Insinuating Pathos.......
1. An excellent question. I can't argue with your logic, but I will opine that HP and Speed should share an inverse relationship if it is a design goal for low-HP / high-speed units to be competitively viable.
2. Fair enough. Have ideas for some. Need ideas for others ...
3. Looking forward to it. o7
Shoot scout with yes. - Ripley Riley (for CPM2)
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1
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Posted - 2015.05.26 22:33:00 -
[30] - Quote
Nocturnal Soul wrote:THUNDERGROOVE wrote:Nocturnal Soul wrote:Bolt pistol needs its AA removed It has the same AA numbers and bullet magnetism as the scrambler pistol. It also has 3-4x the damage It's alpha damage though. On paper it has pitiful DPS (With reloads included).
It could use tweaking but it's not thaaat amazing.
Mace yourself, blame someone else itGÇÖs okay, no one will believe you
AIV member.
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