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Thread Statistics | Show CCP posts - 8 post(s) |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.24 11:38:00 -
[1] - Quote
CCP Rattati wrote:Jack McReady wrote:CCP Rattati wrote: The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks.
6 damage? with such a low value the threshold is nonexistant in normal combat encounters. it would only work at extreme range where every weapon deals almost no damage anymore. It's intended to stop plinking, like stray smg or hmg rounds from afar, at least to begin with. I guess it's possible to complain about anything.
never mind him. most caldari will be busy building shrines in your likeness tomorrow.
thank you sooo much |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 16:42:00 -
[2] - Quote
Henrietta Unknown wrote:Tyjus Vacca wrote:CCP Rattati wrote:jace silencerww wrote:Rattati what happen to the Commando extra slot and such? news soon Rattati plz dont add more slots to the commando ("while also increasing the price"), commandos are in a good place slot wise..... I'm more in favor of improving the base stats like natural armor repair of the amarr and gal (like to 7 or 10) ,or the shield regen rate of the min and cal ("to at least 30")... increasing the slots whould only increase the mod-ibilty ("not sure if real word") and that type of versitlity should be reserved for assaults....... I also would like to see the dmg bonus per level to be changed from 2% to 3% this would ensure that no suit would be able to out dmg a racially fitted commando like in the current case of the gal and amarr commandos. The idea is that he'll adjust the slot layouts to match sentinels, which is only fair considering both are specialized heavy frames. I agree entirely with buffing regen and damage bonus.
are we going to follow the trend from before? we made commandos have the best regen. the gal commando has best native armor regen in the game.
will we be making the cal commando have the best native shield regen? |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.04 18:04:00 -
[3] - Quote
CCP Rattati wrote:What may not be obvious, is that I am aiming for a clear matrix of "best" in class per role per faction of stats. That means cleaning up the many discrepancies we have, simple logical systems of calculations and then iterations according to a bigger plan. Imagine a table with factions and roles on the left, and all the stats on the right as columns. Then a color oaf varying greens and reds to indicate best and worst. That's the master plan. Then we can all argue over why something is better than the other thing and how it should be changed.
does this also include theory crafting like suit builds? because slot layout negate suit stats.
a cal assault is better with an AR then a gal assault because he's faster and able to get into range better.
a gal assault is better with ARR because he cant tank damage at range better than cals can because of how armor reps work, as well as deal more damage at range.
this was intended design? or oversight?
are you going to add the necessary suit bonuses to ensure slot use doesn't override suit stats and design? id like to see them before the Playstation 5 comes out lol |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.04 19:25:00 -
[4] - Quote
Echo 1991 wrote:DeathwindRising wrote:CCP Rattati wrote:What may not be obvious, is that I am aiming for a clear matrix of "best" in class per role per faction of stats. That means cleaning up the many discrepancies we have, simple logical systems of calculations and then iterations according to a bigger plan. Imagine a table with factions and roles on the left, and all the stats on the right as columns. Then a color oaf varying greens and reds to indicate best and worst. That's the master plan. Then we can all argue over why something is better than the other thing and how it should be changed. does this also include theory crafting like suit builds? because slot layout negate suit stats. a cal assault is better with an AR then a gal assault because he's faster and able to get into range better. a gal assault is better with ARR because he cant tank damage at range better than cals can because of how armor reps work, as well as deal more damage at range. this was intended design? or oversight? are you going to add the necessary suit bonuses to ensure slot use doesn't override suit stats and design? id like to see them before the Playstation 5 comes out lol A Cal assault isnt faster, so i have no idea what you are on about and almost any other weapon is better on a gal suit than an AR. I can make a Gal fit that reps at around 16 hp/s has near 560 armour and run at 8 m/s, if i tried to do the same with a cal assault i'd have trouble fitting a duvolle.
and cal assault can fit 613 shields, 52 hp/s, and sprint at ~8m/s
while fitting a proto AR with a basic nanohive. plus zero movement penalties.
so like i said. AR better on a cal assault.
you clearly dont run cal assault... or your fitting skills are trash.
and the reason ARs suck on gals is because gals are too slow to use them. its much better to use a longer ranged weapon and abuse armor reps at range than it is for a cal assault to fight at range with a long range weapon. |
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