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Thread Statistics | Show CCP posts - 8 post(s) |
Echo 1991
Dead Man's Game
866
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Posted - 2015.06.27 11:10:00 -
[1] - Quote
odds of it releasing today?
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Echo 1991
Dead Man's Game
877
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Posted - 2015.06.29 03:23:00 -
[2] - Quote
CCP Frame wrote:This was not deployed due to some technical issues we encountered last week. However, with those gone, we are going to go ahead and deploy this this Thursday 11:00 UTC. At least that's the new goal. :) Fair enough. Surely it doesn't take 3 days to get a hotfix applied though. Especially if you'd already planned it for last week.
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Echo 1991
Dead Man's Game
882
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Posted - 2015.06.30 15:06:00 -
[3] - Quote
Yes it did.
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Echo 1991
Dead Man's Game
882
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Posted - 2015.06.30 15:08:00 -
[4] - Quote
Double post...
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Echo 1991
Dead Man's Game
883
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Posted - 2015.07.01 00:44:00 -
[5] - Quote
Cu' Chulainn wrote:jace silencerww wrote:Cool thanks Rattati for killing the Minnie Assault speed. now I bet we will see even more Amarr Assault that ONE HIT KILL me in any of my scouts (I almost have all 4 now) by Scr Rifle at 60+ meters. so are you going to fix it? i mean it fires as fast a tactical assault rifle but has over 95 meters of range vs 75 meters, oh and does about the same damage PLUS a charge shot. and it can shoot about 18-22 times before overheating. by the way can the gall assault get a better bonus. all it does it double the sharp shooter and operation skill. when does that help in CQC since the AR is 40-60 meters range? beyond 50 meters i bet over 80% look down sight for better shooing. Min Class is dead..... Gal AR still useless..... Amar hv truly risen beyond the rebellions reach. Because you can't super strafe anymore? The class is far away from being dead.
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Echo 1991
Dead Man's Game
884
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Posted - 2015.07.01 17:40:00 -
[6] - Quote
jace silencerww wrote:Echo 1991 wrote:Cu' Chulainn wrote:jace silencerww wrote:Cool thanks Rattati for killing the Minnie Assault speed. now I bet we will see even more Amarr Assault that ONE HIT KILL me in any of my scouts (I almost have all 4 now) by Scr Rifle at 60+ meters. so are you going to fix it? i mean it fires as fast a tactical assault rifle but has over 95 meters of range vs 75 meters, oh and does about the same damage PLUS a charge shot. and it can shoot about 18-22 times before overheating. by the way can the gall assault get a better bonus. all it does it double the sharp shooter and operation skill. when does that help in CQC since the AR is 40-60 meters range? beyond 50 meters i bet over 80% look down sight for better shooing. Min Class is dead..... Gal AR still useless..... Amar hv truly risen beyond the rebellions reach. Because you can't super strafe anymore? The class is far away from being dead. well I am not a mouse and keyboard user so I was never able to "super strafe" to begin with. . I use a plain ds3 controller that came with my ps3. the funny thing most Minnie assault I see lately are jumper with PLC, mass driver, flaylocks and a few rare speed tankers. use a proto scout, your cloaked & sprint with at 10.3-10.5 meters with a max ehp of about 350-400 then bang a scr rifle OHK you from 70-95 meters. the even better part it was a basic scr rifle on a basic amarr assault. lets see how pissed you are. ok argue against the Gal assault bonus not sucking. what good is it at CQC when all it does is shrink your aim box making it harder at CQC to hit your target. sure at 50+ meters it helps when you hip fire but that is what ADS is for. The Gal assaul bonus is rubbish and the ScR is OP. You cant complain though when you intentionally make a suit for speed, knowing full well it will die in one hit.
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Echo 1991
Dead Man's Game
897
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Posted - 2015.07.04 18:23:00 -
[7] - Quote
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.
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Echo 1991
Dead Man's Game
897
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Posted - 2015.07.04 20:38:00 -
[8] - Quote
DeathwindRising wrote: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. I dont anymore. I have all necessary skills at 5. I know that the AR is better on the gal assault because it can get decent speed, good hp and good damage. More so than a cal assault cos to get 613 shields you need 4 complex extenders + you have a recharger/energizer. Even with movement penalties i get an 8m/s sprint, 560 armour and 249 shields and can output more damage than you thanks to my damage mods.
How is a cal assault better if they have similar stats yet i can deal more damage in a gal assault and move at almost the same rate?
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