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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
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Posted - 2015.06.30 23:28:00 -
[1] - Quote
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. |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
|
Posted - 2015.07.01 14:06:00 -
[2] - Quote
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. |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
|
Posted - 2015.07.02 06:04:00 -
[3] - Quote
Echo 1991 wrote: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.
ok but it is the same thing happens when I use my Gall scout or my Amarr scout with 87-150 shield and 300-350 armor with a speed of 8.5-9 meters sprint. bang OHK by a basic scr rifle at 60-80+ meters. even though a scr rifle is suppose to be a shield weapon. LOL |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
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Posted - 2015.07.02 23:36:00 -
[4] - Quote
Rattati what happen to the Commando extra slot and such? |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
181
|
Posted - 2015.07.03 22:18:00 -
[5] - Quote
jpmannu 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. You shut up and leave the Gal Assault as it is... twaat ok sure a bonus that hurts the Gall assault in CQC even though the max range on the assault rifles is 72 meters and that is the tactical ones. byw no need for name calling. the more you use foul language and try to insult the person the less you are focused on the point. with that said tell me the good points of that bonus? |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
181
|
Posted - 2015.07.03 22:36:00 -
[6] - Quote
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.
ok they need the slot back along with the slight boost to base regen stats. just look at this please. fyi Rattati said he might give 5% reduction to Light weapons with the slot.
heavy vs commando heavy and sidearem for 2 light weapons / sounds fair, heavy weapons gets downgraded while sidearm gets upgraded. grenade for the equipment / sounds fair, I lose the grenade but get an eq slot. ehp and speed. I lose some ehp and get some speed/ sounds fair sense the speed buff is coming both have close to the same amount of CPU & PG / sounds fair, slot numbers and layout- heavies have 1 more slot than the commandos / WHY? where is the trade off in this? |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
181
|
Posted - 2015.07.06 01:36:00 -
[7] - Quote
Aeon Amadi wrote: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. The flaw in this logic is that there are players who run Gallente Assaults with ferroscale plates. They aren't "too slow to use them", it's just that there is no benefit -to- using them. AR gets a whole 8% more DPS than an ARR but at the expense of 43% of the range. That isn't a good trade-off. Speed has nothing to do with it, it is the trade-off of range over DPS. I could be running around at MinScout speeds but it isn't going to help me kill the guy any faster once I am within range of my weapon. When I run Cal Assault? I use an ARR because of that advantage. The shield/speed is an afterthought. I don't hesitate to engage someone in CQC -as- a Cal Assault because I know that the amount of DPS gains from other rifles is miniscule at best. 30 DPS can be, and is, negated by mobility, proper use of cover, and fitting. 30m of range is a completely different story. And please, spare yourself the consequence of looking foolish when saying "You clearly don't run 'x, y, and z'" because it just makes the rest of us more likely to dismiss your arguments.
using max skills, proto weapons, dps shields, dps armor, overall dps, optimal range & effective range assault rifle ----- 573, 408.0, 453.33, 40 meters & 70 meters assault rail rifle -378, 531.3, 420.00, 70 meters & 97 meters.
is he is close on the % stats.
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