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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.06.24 08:36:00 -
[1] - Quote
Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
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.
Mobility After lengthy discussions about mobility (speed, strafe, sprint and stamina), here are updated numbers that will be deployed tomorrow.
Hotfix Warlords 1.1.3
We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future.
Speed Changes Meant to align and rebalance based on a speed vs health curve, while reigning in assault speeds, MI in particular. We have made the changes much smaller than originally proposed.
Big buff: Commandos and Logistics, Small buff: Basic-H Small nerf: Assault and Basic-L. Plan is to add more HP to Basic-L later.
Strafe Changes Overall reduction of strafe speeds, as calculated with a modifier to speed. Walk strafe reduced by 0.1, Sprint strafe by 0.1 and Run strafe by 0.2. Crouch Strafe aligned to 1 for all roles.
Stamina Changes Aligned to make Amarr and Minmatar have the same "mobility", i.e travel the same distance in a similar timeframe. Average speed remains highest for MI and lowest for AM.
Stamina Recovery reduced for all MI roles as they were, due to a calculation error, double counting a bonus, making them outrun Amarr more than intended.
Buff: Commandos Alignment benefits AM the most but not for all roles, CA/GA overall unchanged, MI overall reduced
Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 08:47:00 -
[2] - Quote
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.
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DozersMouse XIII
Fatal Absolution Negative-Feedback
1
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Posted - 2015.06.24 08:49:00 -
[3] - Quote
Storm raider
addicted to the Kubo's GMK-16 banana cannon
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.06.24 08:50:00 -
[4] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The KTM DuKe
0uter.Heaven
364
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Posted - 2015.06.24 08:51:00 -
[5] - Quote
Waiting for the new FOTM
"Have fun and don't be an aGÇóGÇó hole" zaria min deir. \o/
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Coincidental Jones
Krullefor Organization Minmatar Republic
6
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Posted - 2015.06.24 08:55:00 -
[6] - Quote
Jack McReady wrote: 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.
I would atleast expect it to absorb one bullet up close before regeneration is gone.
The threshold value is calculated per hit, not based on a minimal time frame, and thus the mechanic does not allow for "stopping one bullet"
As someone with all Caldari frames at Proto, I'm very excited about this change. |
Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 08:55:00 -
[7] - 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.
I am not complaining, just expected something else
Coincidental Jones wrote:Jack McReady wrote: 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.
I would atleast expect it to absorb one bullet up close before regeneration is gone.
The threshold value is calculated per hit, not based on a minimal time frame, and thus the mechanic does not allow for "stopping one bullet" As someone with all Caldari frames at Proto, I'm very excited about this change. and as such you have to be far outside of someones optimal range. |
Drako Mordaki
Hellstorm LLC
2
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Posted - 2015.06.24 09:04:00 -
[8] - Quote
My body is ready |
Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 09:13:00 -
[9] - Quote
I am at work and typing on my phone so I apologize for not being my usual eloquent self, Rattati. First, Threshold good. Helpful, maybe. Shield suits still inherently have ass stats other than Scouts. I think buffing the base Recharge and Depleted for Caldari suits would not be out of line. An Amarr with Armor Reps and a Long Range weapon basically does what Caldari are supposed to do and the Amarr is less ass in a stand up fight. Threshold won't change that.
The "speed alignment with HP" has worried me for some time. The ONLY thing going for Assaults as a whole previously was that they got a lot of EHP without paying for it in a speed nerf. With that gone and Logistics being faster with only slightly less HP and 3 or 4 times as many equipment slots, I see the Assaults being more SP intensive Frames, especially with some of the lacklustre bonuses that Assaults can get.
Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits.
I'll be waiting for you in Vegas ^_^
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.24 09:34:00 -
[10] - Quote
The min assault will have 20% less strafe speed after the change hits. Thats quite significant and i hope it will put an end to thos pesky unkillable super strafers up close.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Jack Boost
Zarena Family
876
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Posted - 2015.06.24 10:10:00 -
[11] - Quote
CCP Rattati wrote:Sprint strafe by 0.1 and Run strafe by 0.2.
Please explain more - my translator gone wild ;) I mean sprint vs run
Not much time left...
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 10:12:00 -
[12] - Quote
Jack Boost wrote:CCP Rattati wrote:Sprint strafe by 0.1 and Run strafe by 0.2.
Please explain more - my translator gone wild ;) I mean sprint vs run My guess is "walk va. Run" / normal movement and fast movement that drains stamina
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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JARREL THOMAS
Dead Man's Game
741
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Posted - 2015.06.24 10:12:00 -
[13] - Quote
Is this post supposed to be here...
Caldari Loyalist. ( -í° -£-û -í°) They see me rollin they Hating (..) ( l: ) ( .-. ) ( :l ) (..)
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Nirwanda Vaughns
1
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Posted - 2015.06.24 10:16:00 -
[14] - Quote
Any chance the base hitpoints on the Recruit C-I and C-II are gonna be fixed? they've not had the buff that assaults got before warlords deployed. the shield changes would make my C-II even more fun to use
You'll never have enough ISK to buy my C-II BPO
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KGB Sleep
Inner.Hell
1
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Posted - 2015.06.24 10:21:00 -
[15] - Quote
We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future.
This is the real jewel.
Because beer, that's why.
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NextDark Knight
Hellstorm LLC
800
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Posted - 2015.06.24 10:23:00 -
[16] - Quote
100% cal user here. Biggest problem is scrambler riffle instant death. Yet.. Not really a problem. Btw the recharge your talking about works great on the saga2 vs advanced blaster tanks.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Jack Boost
Zarena Family
876
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Posted - 2015.06.24 10:25:00 -
[17] - Quote
Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before.
Not much time left...
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ANAHEIM Darko
Corrosive Synergy No Context
839
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Posted - 2015.06.24 10:33:00 -
[18] - Quote
But....trading?
Assault ck.0.
Scout ck.0.
Sentinel ck.0
Commando cK.0
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Spaceman-Rob
Dead Man's Game
846
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Posted - 2015.06.24 10:35:00 -
[19] - Quote
For all are sakes Rattati I'm asking you please do something tomorrow about the scrambler rifle that's currently ripping armor to shreds |
Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 10:38:00 -
[20] - Quote
Jack Boost wrote:Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before. Didn't see that. My next guess!
Walk is barely pushing the stick. Run is normal speed, stick pushed all the way forward. Sprint is what uses Stamina.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Ripley Riley
Incorruptibles
10
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Posted - 2015.06.24 10:47:00 -
[21] - Quote
Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often.
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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Nirwanda Vaughns
1
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Posted - 2015.06.24 10:57:00 -
[22] - Quote
Ripley Riley wrote:Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often.
which is kinda wrong because thats what the commando's were supposed to be. completely versatile in any situation whereas each racial assault had their 'skills'
Minmatar - Mid range, fast movement, high damage limited HP Gallente - Close range, high damage, good survivability thanks to armour reps. Caldari - Long range, average damage, hit n run/duck in/out style play. almost like a suppressor LMG role Amarr - Mid/Long range average damage, high HP but slow moving. good for mid range area of denial with lasers and point shooting with scrambler.
personally i've always felt the caldari commando and assault are too similar. for about a year now i've been plugging to get the caldari assault bonus changed to a scoped kick reduction to rail rifles to mirror the gallente. that way if a caldari assault is used as intended it'd be a great suit to lay down cover fire, duck behind cover, shields back up and up you pop again to lay down more cover. the reload speed on the cal assault seems like it was just tagge donto it for sake of it
You'll never have enough ISK to buy my C-II BPO
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 10:58:00 -
[23] - Quote
I'm glad the assault speed nerf has been reduced to only a very minor reduction. Assaults will still maintain a greater combination of speed and hp than any other suits.
Regarding the shield threshold, I have no problems with this, however I do not see it having any meaningful effect on the game. I know it was requested a lot by the community, I just don't see why really. I still think shield recharge modules aren't good enough.
Sad to see the Minmatar scout getting nerfed, but I understand why. Hopefully these changes will help the Amarr scout, as well as the main thing being the probable demise of the Minmatar assault as FOTM.
We willl see more logis and commandos, which I'm happy about. I still think assaults will maintain their status as most common suits. Being the most versatile suits I don't have a problem with this. Hopefully suits will be more balanced, there will always be a most popular suit however. Amarr assault maybe? |
xavier zor II
46
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Posted - 2015.06.24 11:00:00 -
[24] - Quote
The KTM DuKe wrote:Waiting for the new FOTM
0uter.Heaven
every corp-hopper and their mother joining now
xavier zor's alt
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 11:06:00 -
[25] - Quote
Ripley Riley wrote:Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often. 'Jack of all Trades' doesn't quite work in my opinion; I have to kindly disagree with you.
It isn't so much they are well balanced as that they are inferior to everything else in multiple different roles. If HP is perfectly balanced with how fast you move for everyone, which this seema to be hoping to do, what is the 'role' of the Assault? To use Hearthstone as an example, every class has something that is super unfair. Kill Command, Fiery War Axe, Life Tap, etc. Same in EVE sorta: Covert Cloak, Insane Tank, Big DPS, even being a super miner.
You could argue that what Assaults had, namely a higher than normal HP:Speed ratio, was their 'unfair' thing. Now? I just don't see them having one that compares to Cloak, BFG, or even all the Equipment ever.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 11:08:00 -
[26] - Quote
Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 11:10:00 -
[27] - Quote
Joseph Ridgeson wrote:It isn't so much they are well balanced as that they are inferior to everything else in multiple different roles. If HP is perfectly balanced with how fast you move for everyone, which this seema to be hoping to do, what is the 'role' of the Assault? To use Hearthstone as an example, every class has something that is super unfair. Kill Command, Fiery War Axe, Life Tap, etc. Same in EVE sorta: Covert Cloak, Insane Tank, Big DPS, even being a super miner.
You could argue that what Assaults had, namely a higher than normal HP:Speed ratio, was their 'unfair' thing. Now? I just don't see them having one that compares to Cloak, BFG, or even all the Equipment ever. I agree with what you are saying. However, in order to balance hp and speed across all classes, CCP would have to nerf assault speed by 5%, as orginally planned. Following community feedback, Rattati has reduced this nerf to only -1% speed. Thus assaults will still lie well above the speed / hp relationship. |
demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 11:13:00 -
[28] - Quote
The KTM DuKe wrote:Waiting for the new FOTM my amarr assault with a combat riffle and 3 precision enhancers, speed tanked of course like always |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 11:20:00 -
[29] - Quote
IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? It appears Rattati has modified stamina and stamina regen stats for Amarr and Minmatar across all suit classes. Minmatar apparently had too much of a mobility advantage, and Amarr too little.
As this is a change to all suit classes, scouts have to change to keep them in line.
It is regrettable, as stamina regen is so important to the Minmatar scout, which certainly isn't an overpowered suit. It's worth noting though, that the total stamina will be buffed, making speed deploys easier, whilst mitigating some of the regen nerf.
Perhaps the change won't be so bad, we will see. |
demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 11:23:00 -
[30] - Quote
IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you |
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demonkiller 12
TERRA R1SING New Eden's Heros
788
|
Posted - 2015.06.24 11:25:00 -
[31] - Quote
Spaceman-Rob wrote:For all our sakes Rattati I'm asking you please do something tomorrow about the scrambler rifle that's currently ripping armor to shreds, also is this all there is to the update, I'm just a wee bit surprised so little has been done the last couple of month? i dont think scramblers are that great against armor, in fact against other amarr its a pain in the ass, only reason you think theyre OP is because youre stacking as many damage mods as you can |
IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 11:29:00 -
[32] - Quote
Varoth Drac wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? It appears Rattati has modified stamina and stamina regen stats for Amarr and Minmatar across all suit classes. Minmatar apparently had too much of a mobility advantage, and Amarr too little. As this is a change to all suit classes, scouts have to change to keep them in line. It is regrettable, as stamina regen is so important to the Minmatar scout, which certainly isn't an overpowered suit. It's worth noting though, that the total stamina will be buffed, making speed deploys easier, whilst mitigating some of the regen nerf. Perhaps the change won't be so bad, we will see.
Sure but in the same way that assaults remain above the curve...didn't have to change the minscout, although I agree with you the increase in stamina makes me think it won't be too bad if a problem at all.
It's something I'm uneasy with: the (what looks to me, could be wrong) attempts to make numbers symmetrical for the sake of it...I'm not convinced doing that achieves balance. If it sets the stall out for future tweaks then great, but a nerf to an already underpowered suit...well let's hope it's not a nerf.
As an aside, speed deploys (by which I assume you are talking about getting the first hack in at the start of a match) are something that rarely happens to me any more, what with the crazy long queue times for Skirmish and rare deployment to the start of a game.
Anyway...gonna be interesting to see how things change. |
IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 11:31:00 -
[33] - Quote
demonkiller 12 wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you
That's nothing to do with stamina and everything to do with speed...and your lack of awareness ;-) |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.06.24 11:38:00 -
[34] - 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 |
demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 11:49:00 -
[35] - Quote
IAmDuncanIdaho II wrote:demonkiller 12 wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you That's nothing to do with stamina and everything to do with speed...and your lack of awareness ;-) everytime i see a min scout infront with nova knives its like oh np ill kill them before they close that small distance, and then before theyre anywhere within reach of you, they somehow knife you |
Xeriphem
Glitched Connection
59
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Posted - 2015.06.24 12:04:00 -
[36] - Quote
demonkiller 12 wrote:IAmDuncanIdaho II wrote:demonkiller 12 wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you That's nothing to do with stamina and everything to do with speed...and your lack of awareness ;-) everytime i see a min scout infront with nova knives its like oh np ill kill them before they close that small distance, and then before theyre anywhere within reach of you, they somehow knife you
Check the distance in your kill screen. It's those nine foot (three meter) arms that get you every time! Used to happen to me a lot.
I'm WHERE?!
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Jack Boost
Zarena Family
876
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Posted - 2015.06.24 12:15:00 -
[37] - Quote
Xeriphem wrote: Check the distance in your kill screen. It's those nine foot (three meter) arms that get you every time! Used to happen to me a lot.
1. Range is issue: true 2. Kill screen is.... How about kill from forge at 485m? Or 1200m from scramble? Server just count this where you die not when you get final blow.
Not much time left...
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
188
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Posted - 2015.06.24 12:22:00 -
[38] - Quote
Drako Mordaki wrote:My body is ready
So is mine. :3
I am the Clown of Ass or am I the Ass of Clown... o.O
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Minmatar Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.24 12:24:00 -
[39] - Quote
Shield Recharge Decent enough start. Looking forward to how well it works and most of all looking forward to no-longer having to dive for cover every time someone 100m+ away hit me. Looking forward to no longer seeing 'whittling away' at shields.
Mobility Cool. Thank you for listening to us and taking this slow instead of hacking away at it with a hatchet.
Speed Changes As above.
Strafe Changes Hrmm. Interesting. Was actually sort of looking forward to the strafe speeds being a bit closer to closed beta numbers.
Stamina Changes Eh.... I think this takes away a bit from the Minmatar Assault. They sacrifice EHP for their mobility, so if they can travel the same distance in the same time-frame than their benefit isn't "mobility" in general so much as movement speed.
Stamina recovery bonus; I'll have to see how well it performs after the update. Without numbers it is sort of hard to get an idea of where they're at.
Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback. Best part of the hotfix! =)
EDIT: Any update on fall damage? It is a little unfair for shield users.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.24 12:42:00 -
[40] - Quote
xavier zor II wrote:The KTM DuKe wrote:Waiting for the new FOTM 0uter.Heaven every corp-hopper and their mother joining now That aint corp hoppers that are command point slaves for the PC change that will come at some point this year. Cause ya know beeing a small elitist group wont cut it anymore if you cant do anything with the lack of command points.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Oceltot Mortalis
86
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Posted - 2015.06.24 12:53:00 -
[41] - Quote
When is this inbound to tranquility?
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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Denchlad 7
Dead Man's Game
2
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Posted - 2015.06.24 12:56:00 -
[42] - Quote
Welp. Doubt the Min Assault will be my fav suit anymore lol.
Choo choo chooooo, lets all f*ck a blender.
Dench's Thrift Shop <-- WIP
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Yoda Boss
Dem Durrty Boyz
91
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Posted - 2015.06.24 13:00:00 -
[43] - Quote
Yoda wants a Serpentis L skin. A little green scout. How fitting.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ¤.°n+ín+ƒGÿåGùÅ°. LASERS BTCH!¡!¡!¡!
*Fr-ò-ò BPO for New Recruits https://dust514.com/recruit/fCH9zc/
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.24 13:11:00 -
[44] - Quote
Joseph Ridgeson wrote:Jack Boost wrote:Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before. Didn't see that. My next guess! Walk is barely pushing the stick. Run is normal speed, stick pushed all the way forward. Sprint is what uses Stamina. ^ I believe this is correct.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Jack McReady
DUST University Ivy League
2
|
Posted - 2015.06.24 13:22:00 -
[45] - Quote
demonkiller 12 wrote:IAmDuncanIdaho II wrote:demonkiller 12 wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you That's nothing to do with stamina and everything to do with speed...and your lack of awareness ;-) everytime i see a min scout infront with nova knives its like oh np ill kill them before they close that small distance, and then before theyre anywhere within reach of you, they somehow knife you
you simply have high latency.
position of players is stored server side, they are 10meter away from you on your screen but on the server they are already in your face.
and kill screen counts from where you body falls down and dies, not from where you get hit. |
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CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 13:23:00 -
[46] - Quote
Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 13:24:00 -
[47] - Quote
Adipem Nothi wrote:Joseph Ridgeson wrote:Jack Boost wrote:Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before. Didn't see that. My next guess! Walk is barely pushing the stick. Run is normal speed, stick pushed all the way forward. Sprint is what uses Stamina. ^ I believe this is correct.
It is correct
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.24 13:32:00 -
[48] - Quote
demonkiller 12 wrote:IAmDuncanIdaho II wrote:demonkiller 12 wrote:IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you That's nothing to do with stamina and everything to do with speed...and your lack of awareness ;-) everytime i see a min scout infront with nova knives its like oh np ill kill them before they close that small distance, and then before theyre anywhere within reach of you, they somehow knife you
Hmm ok I assumed you meant from a long way away...assumed you were relating it to stamina. Maybe you're just suffering from lag on those occasions...my experience as the Minja on those occasions is I'm going to die coz I'm doing it wrong...which is what usually happens. Minjas are for flank attacks. |
Oskar GALLAKT
Prima Gallicus
7
|
Posted - 2015.06.24 13:39:00 -
[49] - Quote
Min scout is suppose to be the faster scout.
After your change is gonna have a sucky regen stamina.
maybe put a little bit more PG, because after putting 3 catalyst, it's impossible too put anythink else ...(i think 2 or 3 would be plen ty)
amaar scout have a lot PG and CPU , they are so easy to fit ...
no limit, no fun.
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Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.24 13:55:00 -
[50] - Quote
CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
1) Improvements to AM Scout scan range would restore some of its post-Charlie role, but -- as far as recon goes -- I don't see them competing with GalLogi on account of Falloff, team-shared active scans, and comparative survivability. If we wanted the AM Scout to have a competitive edge, it might not be a bad idea to drop recon altogether and go with an efficacy bonus to biotics.
2) So long as they fit the speed/hp curve, I'd see no problem whatsoever making Basic Lights a 'bit more durable. There are many Scouts who do not use cloak; I think it'd be great to have a suit which better serves these players.
3) In favor of improving GalAssault and CalAssault bonuses. Freely defer to the experts on the specifics.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Deputy Ivanna JakinUnoff
US Border Patrol
226
|
Posted - 2015.06.24 13:59:00 -
[51] - Quote
Oceltot Mortalis wrote:When is this inbound to tranquility? Tomorrow after this next down time
I'm not the CPBM that you need or want, But the one you deserve.
McLovin for CPBM2
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.24 14:00:00 -
[52] - Quote
Adipem Nothi wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
2) So long as they fit the speed/hp curve, I'd see no problem whatsoever making Basic Lights a 'bit more durable. There are many Scouts who do not use cloak; I think it'd be great to have a suit which better serves these players.
hehe I'm a scout that doesn't use a cloak but I don't want to use a light frame because other bonuses. |
Nirwanda Vaughns
1
|
Posted - 2015.06.24 14:08:00 -
[53] - Quote
Oceltot Mortalis wrote:When is this inbound to tranquility?
my guess 30th if all numbers are locked in, week after if still a few final tweaks
You'll never have enough ISK to buy my C-II BPO
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CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 14:09:00 -
[54] - Quote
plan is to deploy tomorrow
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.24 14:12:00 -
[55] - Quote
IAmDuncanIdaho II wrote:hehe I'm a scout that doesn't use a cloak but I don't want to use a light frame because other bonuses. And you're certainly not alone. Many vets don't like it, and newbros can't fit it. But we'd be in conflict with the design of other Basic Frames if Basic Lights were given racial bonuses. Perhaps base stats other than HP would need to be tweaked. What do you think?
Edit: Might be over-thinking this. Could just put basic lights on the speed/hp curve somewhere between Scouts and Logis and see what happens :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Deputy Ivanna JakinUnoff
US Border Patrol
227
|
Posted - 2015.06.24 14:12:00 -
[56] - Quote
CCP Rattati wrote:plan is to deploy tomorrow
So when is trading going to be fully opened?
I'm not the CPBM that you need or want, But the one you deserve.
McLovin for CPBM2
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Doc DDD
TeamPlayers Negative-Feedback
492
|
Posted - 2015.06.24 14:15:00 -
[57] - Quote
CCP Rattati wrote:
3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
.
Shield threshold is a good start in the right direction, may need tweaking to have any benefit.. ca recoil bonus makes a lot of sense so fingers crossed. ga bonus should still be based on ga weapon somehow.
strafe wiggle nerf took forever to get here but is welcome
heavy speed increase? sure, the rest of the speeds seem fine, although will probably see more commando than assault.
have a feeling jump mods will need more tweaking, like cost insane stamina per jump. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
|
Posted - 2015.06.24 14:24:00 -
[58] - Quote
CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
Sweet. Glad the Gallente/Caldari Assault situation is finally being addressed. Been waiting -soooo- long for both of those suits to be viable ^_^
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.24 14:34:00 -
[59] - Quote
Aeon Amadi wrote: Sweet. Glad the Gallente/Caldari Assault situation is finally being addressed. Been waiting -soooo- long for both of those suits to be viable ^_^
Are these suits presently not viable?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Cat Merc
Negative-Feedback. Negative-Feedback
17
|
Posted - 2015.06.24 14:35:00 -
[60] - Quote
Rattati, your sexiness knows no bounds. Good job!
"To find out if they consent, poke the giant boobs. If they jiggle once, that means no. If twice, that means yes" - Anon
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Piercing Serenity
Immortal Guides Learning Alliance
912
|
Posted - 2015.06.24 14:38:00 -
[61] - Quote
Question: Is limited tiericide (Not including powercores) included in this hotfix?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Nocturnal Soul
Primordial Threat
6
|
Posted - 2015.06.24 14:44:00 -
[62] - Quote
What happened to the gallente Sprint buff but stamina nerf?
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Deputy Ivanna JakinUnoff
US Border Patrol
230
|
Posted - 2015.06.24 14:59:00 -
[63] - Quote
Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it
I'm not the CPBM that you need or want, But the one you deserve.
McLovin for CPBM2
|
Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.24 15:00:00 -
[64] - Quote
CCP Rattati wrote: 2) buff ehp on light scouts to make them a bit easier to get into
Spitballing: Could position Basic Lights above Scouts on the speed/hp curve (less HP, more speed) and give them a native reduction to scan profile (thinking -5dB).
Less complex, less bulky. Built for speed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Piercing Serenity
Immortal Guides Learning Alliance
913
|
Posted - 2015.06.24 15:18:00 -
[65] - Quote
Deputy Ivanna JakinUnoff wrote:Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it
Check the dev blog in GD
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Deputy Ivanna JakinUnoff
US Border Patrol
231
|
Posted - 2015.06.24 15:28:00 -
[66] - Quote
Piercing Serenity wrote:Deputy Ivanna JakinUnoff wrote:Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it Check the dev blog in GD
It just arrived 2 mins after I posted this. I swear.
Still leaves unanswered questions. Trading? Heavy weapons? Rifle balancing?
I'm not the CPBM that you need or want, But the one you deserve.
McLovin for CPBM2
|
Jack Boost
Zarena Family
877
|
Posted - 2015.06.24 15:31:00 -
[67] - Quote
My heavy is like https://www.youtube.com/watch?v=kA42VrqGKd4
Not much time left...
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
225
|
Posted - 2015.06.24 16:50:00 -
[68] - Quote
CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
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.
Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente.
It's just an Idea, but, Thought? |
Avallo Kantor
833
|
Posted - 2015.06.24 16:54:00 -
[69] - Quote
Deputy Ivanna JakinUnoff wrote:Piercing Serenity wrote:Deputy Ivanna JakinUnoff wrote:Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it Check the dev blog in GD It just arrived 2 mins after I posted this. I swear. Still leaves unanswered questions. Trading? Heavy weapons? Rifle balancing?
They release Devblogs for a .X patch in waves, generally releasing one big feature per devblog, or a number of interrelated features in each deblog.
The two they released have no relation to the requests you posted, so they are not going to be included.
That said, I believe Rattati has already stated that Powercores will not be deployed in 1.2 as other limited tiericide work needs to be done first, as well as further balancing. Given that statement, it is unlikely new weapons will be thrown into the mix as well before that gets released. (Too many changes at once and all that)
I am sure any further balancing will be done before powercores are released.
"Mind Blown" - CCP Rattati
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501st Headstrong
0uter.Heaven
1
|
Posted - 2015.06.24 17:08:00 -
[70] - Quote
Deputy Ivanna JakinUnoff wrote:Piercing Serenity wrote:Deputy Ivanna JakinUnoff wrote:Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it Check the dev blog in GD It just arrived 2 mins after I posted this. I swear. Still leaves unanswered questions. Trading? Heavy weapons? Rifle balancing?
Trading is hotfixable I believe and so is not included in this DevBlog. Rat has been very busy as of late, trading is no doubt slightly distant compared to everything. Heavy weapons same thing. New assets are hard to generate so he was thinking of changing the damage and such variables for certain weapons. Rifle Balancing...are they not balanced? Ps4 Port- Further down the line if at all.
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Deputy Ivanna JakinUnoff
US Border Patrol
241
|
Posted - 2015.06.24 17:15:00 -
[71] - Quote
501st Headstrong wrote:Deputy Ivanna JakinUnoff wrote:Piercing Serenity wrote:Deputy Ivanna JakinUnoff wrote:Is this all it is going to be? Where's the meat and potatoes? Just a few number changes? Please tell me there is more.
Lemme guess, for a limited time there will be increased rate drop of skinz and you have more aurum versions on the market.
Heavy weapons? Full trading? Pc 2.0? Rifle balancing? Some dropship love?
When? When? When?
When are we getting that ps4 port? I must have missed it Check the dev blog in GD It just arrived 2 mins after I posted this. I swear. Still leaves unanswered questions. Trading? Heavy weapons? Rifle balancing? Trading is hotfixable I believe and so is not included in this DevBlog. Rat has been very busy as of late, trading is no doubt slightly distant compared to everything. Heavy weapons same thing. New assets are hard to generate so he was thinking of changing the damage and such variables for certain weapons. Rifle Balancing...are they not balanced? Ps4 Port- Further down the line if at all.
Cut it out with the common sense answers, you trying to blow my mind.
Then trading should be fully open. And the PS4 was a trick question to see where we are headed. You had to go and blow it. Back to the war room with you 0h tryhards. Put them in a case and only open in case of emergency
I'm not the CPBM that you need or want, But the one you deserve.
McLovin for CPBM2
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Baltazar Pontain
Blauhelme E.B.O.L.A.
175
|
Posted - 2015.06.24 17:23:00 -
[72] - Quote
As substitude of all my clones I can only say: Let's get ready to rumble! *cheer* |
shaman oga
Dead Man's Game
4
|
Posted - 2015.06.24 19:41:00 -
[73] - Quote
It's quite a nerf to AR, but ok, let's see.
Regressed to blueberry level.
Now fitting shield regulators on gal suits & afterburners on HAVs and LAVs.
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.24 19:50:00 -
[74] - Quote
Adipem Nothi wrote:IAmDuncanIdaho II wrote:hehe I'm a scout that doesn't use a cloak but I don't want to use a light frame because other bonuses. And you're certainly not alone. Many vets don't like it, and newbros can't fit it. But we'd be in conflict with the design of other Basic Frames if Basic Lights were given racial bonuses. Perhaps base stats other than HP would need to be tweaked. What do you think? Edit: Might be over-thinking this. Could just put basic lights somewhere else along the speed/hp curve, perhaps between Scouts and Logis, or perhaps even above Scouts. Then see what happens :-)
Adipem Nothi wrote:CCP Rattati wrote: 2) buff ehp on light scouts to make them a bit easier to get into
Spitballing: Could position Basic Lights above Scouts on the speed/hp curve (less HP, more speed) and give them a native reduction to scan profile (thinking -5dB). Less complex, less bulky. Built for speed.
Not asking for anything to change on light suits, as I don't use them. But you made it sound like non-cloak scouts might want that. Sure I'm at a disadvantage as I don't get to use the role bonus of my favourite style (scout suits) but that's my choice...personally I don't like using cloaks, but I also can't choose not to fit one on the STD / ADV builds I run. I would love a different role bonus...but those who do use cloaks would not.
If changes can be made to light suits to ease the NPE, go right ahead. But that wouldn't make me want to use them. In terms of HP versus speed, speed-tanking isn't really viable. My 322HP Minja sprinting at 10.38m/s gets killed in milliseconds from (semi-)automatic weapons. Having a light suit go faster or use better innate ewar than an actual scout seems the wrong way around. |
maybe deadcatz
Horizons' Edge No Context
223
|
Posted - 2015.06.24 19:54:00 -
[75] - Quote
CCP Rattati wrote:Dear players, Shield RechargeCurrently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields. We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game. 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. MobilityAfter lengthy discussions about mobility (speed, strafe, sprint and stamina), here are updated numbers that will be deployed tomorrow. Hotfix Warlords 1.1.3We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future. Speed ChangesMeant to align and rebalance based on a speed vs health curve, while reigning in assault speeds, MI in particular. We have made the changes much smaller than originally proposed. Big buff: Commandos and Logistics, Small buff: Basic-H Small nerf: Assault and Basic-L. Plan is to add more HP to Basic-L later. Strafe ChangesOverall reduction of strafe speeds, as calculated with a modifier to speed. Walk strafe reduced by 0.1, Sprint strafe by 0.1 and Run strafe by 0.2. Crouch Strafe aligned to 1 for all roles. Stamina ChangesAligned to make Amarr and Minmatar have the same "mobility", i.e travel the same distance in a similar timeframe. Average speed remains highest for MI and lowest for AM. Stamina Recovery reduced for all MI roles as they were, due to a calculation error, double counting a bonus, making them outrun Amarr more than intended. Buff: Commandos Alignment benefits AM the most but not for all roles, CA/GA overall unchanged, MI overall reduced Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
this is gonna go one of two ways.
i will love it: m1 assaults are finally slower than amarr scouts, or amarr scouts are given small speed boost. i will hate it: "small nerf to basic L" i hope that doesn't mean scouts, because im already slow enough as a amarr scout.
Ewar? What's that? Some kind of new crutch? Learn how to use your eyes and ears you maggots. Batteskirts for the win!!
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.24 20:01:00 -
[76] - Quote
maybe deadcatz wrote:
this is gonna go one of two ways.
i will love it: m1 assaults are finally slower than amarr scouts, or amarr scouts are given small speed boost. i will hate it: "small nerf to basic L" i hope that doesn't mean scouts, because im already slow enough as a amarr scout.
Scout speeds are not changing, assault and logi suits are (among a couple others). Min assault base speed will be lower than amarr scout.
I think the "basic L" is the light suit...that is taking a speed nerf.
It's all in the linked doc...actual figures. |
maybe deadcatz
Horizons' Edge No Context
223
|
Posted - 2015.06.24 20:03:00 -
[77] - Quote
IAmDuncanIdaho II wrote:maybe deadcatz wrote:
this is gonna go one of two ways.
i will love it: m1 assaults are finally slower than amarr scouts, or amarr scouts are given small speed boost. i will hate it: "small nerf to basic L" i hope that doesn't mean scouts, because im already slow enough as a amarr scout.
Scout speeds are not changing, assault and logi suits are (among a couple others). Min assault base speed will be lower than amarr scout. I think the "basic L" is the light suit...that is taking a speed nerf. It's all in the linked doc...actual figures.
thanks for dumbing it down for me, im too lazy to look at em numbers, im just staring at the 1200plus strongboxes wondering if i can pry em open with a screwdriver in hopes of getting a quafe shotgun
Ewar? What's that? Some kind of new crutch? Learn how to use your eyes and ears you maggots. Batteskirts for the win!!
|
jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
|
Posted - 2015.06.24 20:17:00 -
[78] - Quote
Shield threshold is very meh. 6 hp threshold isn't going to do anything, unless someone has a minmatar smg at 59+ meters.
Closed beta vet.
Master troll.
No lifer. Master lurker.
|
DozersMouse XIII
Fatal Absolution Negative-Feedback
1
|
Posted - 2015.06.24 22:30:00 -
[79] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: Sweet. Glad the Gallente/Caldari Assault situation is finally being addressed. Been waiting -soooo- long for both of those suits to be viable ^_^
Are these suits presently not viable? Both are viable
addicted to the Kubo's GMK-16 banana cannon
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Karam Arami
The Knights Of NewEden
13
|
Posted - 2015.06.24 22:39:00 -
[80] - Quote
Spaceman-Rob wrote:For all our sakes Rattati I'm asking you please do something tomorrow about the scrambler rifle that's currently ripping armor to shreds, also is this all there is to the update, I'm just a wee bit surprised so little has been done the last couple of month? Nerf to adv and pro scr rifles was indeed insignificant however the std scrs I noticed had severe hit detection issues I landed multiple head shots in several enemies that were not registered. Resulting in the loss of many suits
BULLETS NEVER TOUCH ME!!!!! lasers do tho....
|
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Dzago Sevatarion
DUST University Ivy League
30
|
Posted - 2015.06.24 22:49:00 -
[81] - Quote
Really excited about this update. Ded gaem [sic.] delivers. |
Joel II X
Bacon with a bottle of Quafe
8
|
Posted - 2015.06.24 23:09:00 -
[82] - Quote
=ƒæì
Scouts United
Gk.0s & Quafes all day.
|
NextDark Knight
Hellstorm LLC
800
|
Posted - 2015.06.24 23:13:00 -
[83] - Quote
For the love of god do not change my caldari reload bonus.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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LittleCuteBunny
547
|
Posted - 2015.06.24 23:33:00 -
[84] - Quote
CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
1) Minmatar do need that buff.
The amplifiers are a joke, anything less than 60 meters is bad and if you need to sacrifice all your slots to have that range and attempt to rely on passive scanning which can be easily beaten with a couple dampeners. You can't scan scouts, you are a sitting target with probably no dampeners and no health... lol nty
4) Gallente Assault has a master race approval, an increment in the range of blaster weapons or efficiency of armor plates will make it a God.
Caldapoop is in a terrible spot and could never shine again, at least I don't see how a weapon efficiency would make it a worthy servant for his masters. Shield base suits are bad,except for minmatar mediums which are scouts on steroids.
Graveyard 514
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
116
|
Posted - 2015.06.25 01:08:00 -
[85] - Quote
NextDark Knight wrote:For the love of god do not change my caldari reload bonus.
Just glitch reload the thing, you'll be fine.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
|
Posted - 2015.06.25 01:20:00 -
[86] - Quote
shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys...
Closed beta vet.
Master troll.
No lifer. Master lurker.
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
116
|
Posted - 2015.06.25 01:32:00 -
[87] - Quote
jerrmy12 kahoalii wrote:shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys...
inb4 invisa buff's and nerf's
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
|
Posted - 2015.06.25 01:44:00 -
[88] - Quote
Zan Azikuchi wrote:jerrmy12 kahoalii wrote:shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys... inb4 invisa buff's and nerf's Inb4 nothing works.
Inb4 illuminatee
Closed beta vet.
Master troll.
No lifer. Master lurker.
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
117
|
Posted - 2015.06.25 01:48:00 -
[89] - Quote
jerrmy12 kahoalii wrote:Zan Azikuchi wrote:jerrmy12 kahoalii wrote:shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys... inb4 invisa buff's and nerf's Inb4 nothing works. Inb4 illuminatee
Inb4 china leader killing another of their own.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Llast 326
An Arkhos
7
|
Posted - 2015.06.25 01:49:00 -
[90] - Quote
jerrmy12 kahoalii wrote:Zan Azikuchi wrote:jerrmy12 kahoalii wrote:shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys... inb4 invisa buff's and nerf's Inb4 nothing works. Inb4 illuminatee You can never be inb4 illumateeGǪ they are always there first
MOAR Ladders
SpadeGǪ Remember your Warbarge
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jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
|
Posted - 2015.06.25 03:37:00 -
[91] - Quote
Llast 326 wrote:jerrmy12 kahoalii wrote:Zan Azikuchi wrote:jerrmy12 kahoalii wrote:shaman oga wrote:It's quite a nerf to AR, but ok, let's see. I didn't see any ar nerfs or assault buffs guys... inb4 invisa buff's and nerf's Inb4 nothing works. Inb4 illuminatee You can never be inb4 illumateeGǪ they are always there first Illuminatee confirmed.
Closed beta vet.
Master troll.
No lifer. Master lurker.
|
Nestil
Nos Nothi
296
|
Posted - 2015.06.25 04:08:00 -
[92] - Quote
Why the strafing nerf to light frames O.o?
Edit: plus the minmatar sentinel is now trash with that new low stamina recovery!
'LR4-Trading' Protester
|
jpmannu
105
|
Posted - 2015.06.25 04:56:00 -
[93] - Quote
Small tweaks such as the Roden rifle buff? Also, can you fix the Warbarge subsystems so they be aligned with the EVE time (I have negative values). The Krin's module needs a look into so stats are correctly displayed. Can you make it this time? |
DJIPS
Affectionate Moon Warmth Gentle Earth
17
|
Posted - 2015.06.25 09:03:00 -
[94] - Quote
CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
When these modifications are done ? Today ? |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.06.25 11:13:00 -
[95] - Quote
CCP Rattati wrote:... We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future.
...
Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
Suit modifications are all reasonable and welcome, but this ^ is what really turns my crank ;)
PSN: RationalSpark
|
Nirwanda Vaughns
1
|
Posted - 2015.06.25 11:18:00 -
[96] - Quote
also Eon and Venom militia BPOs and possibly Primordial don't have their colours fixed from the patch a few months ago. fossil looks great but Eon/Venom ae identical and i thought Primordial was a rusty brown colour wheres this one is a turquoise/blue/silver colour
You'll never have enough ISK to buy my C-II BPO
|
olssam 62
Prima Gallicus
218
|
Posted - 2015.06.25 11:24:00 -
[97] - Quote
CCP Rattati wrote:plan is to deploy tomorrow
I just connect and no hotfix
Chaîne Youtube - Dust 514 FR - olssam62
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.25 11:34:00 -
[98] - Quote
olssam 62 wrote:CCP Rattati wrote:plan is to deploy tomorrow I just connect and no hotfix
Can confirm :( |
Ironmans Fist
Dead Man's Game
0
|
Posted - 2015.06.25 11:59:00 -
[99] - Quote
nooooooo hotfix :( my logi is still slow as f***
Steht ein Pils im Wald, kommt der Iron und trinkts aus.
|
Megaman Trigger
Ready to Play
369
|
Posted - 2015.06.25 12:18:00 -
[100] - Quote
Was really hoping for an end to DDR514 today.
Purifier. First Class.
|
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Yoda Boss
Dem Durrty Boyz
117
|
Posted - 2015.06.25 12:31:00 -
[101] - Quote
Megaman Trigger wrote:Was really hoping for an end to DDR514 today.
Lol! Those min assaults can dance like there's no tomorrow
(Gê¬n+Ç-´)GèâGöüGÿån+ƒGû¬.°n+í¤GÿåGùÅ.° GÖñGÖíTrade/saleGÖºGÖñ
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.06.25 12:43:00 -
[102] - Quote
Hotfix appearently failed to deploy. All suits which should have beeing affected by it still have their old movement speed.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
|
postapo wastelander
Corrosive Synergy No Context
1
|
Posted - 2015.06.25 12:43:00 -
[103] - Quote
CCP Rattati wrote:Dear players, Shield RechargeCurrently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields. We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game. 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. MobilityAfter lengthy discussions about mobility (speed, strafe, sprint and stamina), here are updated numbers that will be deployed tomorrow. Hotfix Warlords 1.1.3We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future. Speed ChangesMeant to align and rebalance based on a speed vs health curve, while reigning in assault speeds, MI in particular. We have made the changes much smaller than originally proposed. Big buff: Commandos and Logistics, Small buff: Basic-H Small nerf: Assault and Basic-L. Plan is to add more HP to Basic-L later. Strafe ChangesOverall reduction of strafe speeds, as calculated with a modifier to speed. Walk strafe reduced by 0.1, Sprint strafe by 0.1 and Run strafe by 0.2. Crouch Strafe aligned to 1 for all roles. Stamina ChangesAligned to make Amarr and Minmatar have the same "mobility", i.e travel the same distance in a similar timeframe. Average speed remains highest for MI and lowest for AM. Stamina Recovery reduced for all MI roles as they were, due to a calculation error, double counting a bonus, making them outrun Amarr more than intended. Buff: Commandos Alignment benefits AM the most but not for all roles, CA/GA overall unchanged, MI overall reduced Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
I will wait for that fix, but right now im little scared what is comming for my beloved race. Hopefully that "mobility fix" will be not punishment actually (we know what CCP did through fixes in the past). Interesting over all. Hoepfully Minmatar is really tweaked out, because mobility is their MAJOR ATRIBUTE in EvE and DUST.
"Caller of the Monolith"
|
WeapondigitX V7
The Exemplars
430
|
Posted - 2015.06.25 13:56:00 -
[104] - Quote
i havent seen a hotfix deploy yet
Oh well, I still shred everything with anything. Even those minmatar assaults cant win all the time.
I dont think changing the stamina capacity and regen stats of minmatar sentinels and commandos was necessary. they are not problematic and thus dont need a change.
|
Nocturnal Soul
Primordial Threat
6
|
Posted - 2015.06.25 14:09:00 -
[105] - Quote
WeapondigitX V7 wrote:i havent seen a hotfix deploy yet Oh well, I still shred everything with anything. Even those minmatar assaults cant win all the time. I dont think changing the stamina capacity and regen stats of minmatar sentinels and commandos was necessary. they are not problematic and thus dont need a change. Except it made the Amarr scout bonus obsolete and generally gave the Minmatar unneeded superior mobility that made it worse with their already fast speed.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
|
Celus Ivara
DUST University Ivy League
375
|
Posted - 2015.06.25 14:18:00 -
[106] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Joseph Ridgeson wrote:Jack Boost wrote:Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before. Didn't see that. My next guess! Walk is barely pushing the stick. Run is normal speed, stick pushed all the way forward. Sprint is what uses Stamina. ^ I believe this is correct. It is correct To add a little more to this, I wanna say a dev clarified a while back that "Walk" is the speed in the MQ & Warbarge, while "Run" is the in-match non-Sprint speed. |
Celus Ivara
DUST University Ivy League
375
|
Posted - 2015.06.25 14:29:00 -
[107] - Quote
CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd.
I will say though that the Am Scout super needs some love. The idea that was tossed around a while back of trying to make it the ideal Scout Hunter suit still seems viable to me. No suit easily fills this role right now. How about giving it a massive bonus to Scan Precision and Range, but limit it's ability to share it's TACNET with the Squad. So it can see and hunt very well, but it's not the hyper broken "sit in a corner and AFK scan for the team" we had before. |
Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.25 14:49:00 -
[108] - Quote
Celus Ivara wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
1. I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd. 2. I will say though that the Am Scout super needs some love. 3. The idea that was tossed around a while back of trying to make it the ideal Scout Hunter suit still seems viable to me. 4. No suit easily fills this role right now. 5. How about giving it a massive bonus to Scan Precision and Range, but limit it's ability to share it's TACNET with the Squad. 6. So it can see and hunt very well, but it's not the hyper broken "sit in a corner and AFK scan for the team" we had before. 1. Agreed. 2. Agreed.
3. The idea wasn't just tossed around; it was implemented with HF Charlie. CalScouts specialized in long-range, low-intensity scans. AM Scouts specialized in short-range, high-intensity scans. This was before the falloff mechanics were introduced last December; today, passive scans at range are weaker, and these specializations are less competitive. All suits now have similarly intense inner rings. Outer rings (even when enhanced by EWAR modules) are easily outperformed by active scanners. The only area where an AM Scout might theoretically compete scan-wise would be in middle ring scans; even then, AM Scout passives wouldn't stand out when compared against similarly fit Logi or CalScout. In my estimation, falloff mechanics would have to be overhauled for any recon scout to again function in a meaningful, competitive manner.
4. If you go by kill/spawn efficiency, all suits appear to be scout hunters :-). If you need to scan heavily dampened Scouts, at 15dB a GalLogi + multiple Focused Scanners is your best bet.
5. The passive scans of every unit are shared squad-wide. Last we heard from Rattati, disabling shared squad sight isn't presently tenable. As for a massive buff to precision and range to return a competitive passive recon unit, the buff would indeed have to be massive. We'd effectively be throwing very large percentage bonuses at mechanical limitations (one might argue that'd it'd make more sense to address the mechanical limitations). We should also keep in mind role parity and the potential for overlap; the CalScout's "role" is still theoretically set to long-range, low-intensity scans.
6. Which -- hiding in a corner, uncloaked and undampened at 300HP, while sharing scans with his squad and trying not to die-- is far more problematic balance-wise than a combat-ready 600+HP GalLogi spamming 200m, 90 degree, 21dB scans shared teamwide.
Shoot scout with yes. - Ripley Riley (for CPM2)
|
TheD1CK
Dead Man's Game
2
|
Posted - 2015.06.25 15:17:00 -
[109] - Quote
NextDark Knight wrote:For the love of god do not change my caldari reload bonus.
This ^^
Adding a recoil bonus when that was increased to balance the weapons (RR) in the first place?? No.
Reload along with Shield regulators makes an ideal Shield tanking dropsuit - Recoil wiil sit nice with tank, maybe damage mods, and not a shield based fit.
The bonus is fine, Shield tanking/anti-Shield weapons is where the fix is needed. |
One Eyed King
Nos Nothi
10
|
Posted - 2015.06.25 15:34:00 -
[110] - Quote
CCP Rattati wrote: With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
From a Minja's perspective, the limited teircide will go a long way, particularly at Std and Adv levels for making the suit less weak.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
|
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Celus Ivara
DUST University Ivy League
376
|
Posted - 2015.06.25 15:40:00 -
[111] - Quote
Adipem Nothi wrote:Celus Ivara wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
1. I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd. 2. I will say though that the Am Scout super needs some love. 3. The idea that was tossed around a while back of trying to make it the ideal Scout Hunter suit still seems viable to me. 4. No suit easily fills this role right now. 5. How about giving it a massive bonus to Scan Precision and Range, but limit it's ability to share it's TACNET with the Squad. 6. So it can see and hunt very well, but it's not the hyper broken "sit in a corner and AFK scan for the team" we had before. 1. Agreed. 2. Agreed. 3. The idea wasn't just tossed around; it was implemented with HF Charlie. CalScouts specialized in long-range, low-intensity scans. AM Scouts specialized in short-range, high-intensity scans. This was before the falloff mechanics were introduced last December; today, passive scans at range are weaker, and these specializations are less competitive. All suits now have similarly intense inner rings. Outer rings (even when enhanced by EWAR modules) are easily outperformed by active scanners. The only area where an AM Scout might theoretically compete scan-wise would be in middle ring scans; even then, AM Scout passives wouldn't stand out when compared against similarly fit Logi or CalScout. In my estimation, falloff mechanics would have to be overhauled for any recon scout to again function in a meaningful, competitive manner. 4. If you go by kill/spawn efficiency, all suits appear to be scout hunters :-). If you need to scan heavily dampened Scouts, at 15dB a GalLogi + multiple Focused Scanners is your best bet. 5. The passive scans of every unit are shared squad-wide. Last we heard from Rattati, disabling shared squad sight isn't presently tenable. As for a massive buff to precision and range to return a competitive passive recon unit, the buff would indeed have to be massive. We'd effectively be throwing very large percentage bonuses at mechanical limitations (one might argue that'd it'd make more sense to address the mechanical limitations). We should also keep in mind role parity and the potential for overlap; the CalScout's "role" is still theoretically set to long-range, low-intensity scans. 6. An uncloaked and undampened 300HP unit which shares 18dB / 80m scans with squad while trying not to die -- that unit is "hyper broken". But a combat-worthy, 600+HP GalLogi which rapid-fires literally always-on 200m, 90 degree, 21dB scans shared teamwide is not broken -- that unit actually needs a buff. PS on 6: Only pointing out here what I perceive to be a ridiculous double standard. I'm actually in favor of the proposed GalLogi movement buff as well as adding WP for team-shared scans to bring its earning capacity into line with the other units in his class. That said, if Recon Scout passive scans were truly overpowered prior to Falloff, then today's low-risk GalLogi scans are in need of serious reevaluation. Very good clarifications of the issues, thank you. :)
Of particular note: Yeah, the GalLogi is in a very weird place and throws a very tricky wrench into the discussion. :\ -It's main tool needs to reward better WP. -But the GalLogi providing remote always-on omniscience for the entire team also seems to be pretty broken. -But the GalLogi is also kinda meh at Scout Hunting. 4x Focused Scanners is actually a very difficult thing to use vs Scouts in practice, and you're too slow and too scannable yourself to hunt them down. In the best case GalLogi can be Scout Area Denial, but you lose everything else cool the suit can do (heal, supply team, scan properly for non-scout enemies). |
IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.25 15:54:00 -
[112] - Quote
Celus Ivara wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd.
Do you use it? on paper those may be the best bonuses for those things, but that doesn't make it a good suit. whilst i may not have as much fun, i am more effective in gal, cal scout or gal, min assault.
the knives are hyper situational...but it's also why i love it. |
Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.25 16:01:00 -
[113] - Quote
IAmDuncanIdaho II wrote:Celus Ivara wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd. Do you use it? on paper those may be the best bonuses for those things, but that doesn't make it a good suit. whilst i may not have as much fun, i am more effective in gal, cal scout or gal, min assault. the knives are hyper situational...but it's also why i love it. That could very well change if/when wiggling becomes less effective. Can't tell you how many hundreds of times my knives have missed due to a target gyrating in and out of frame. I personally suspect that NK efficiency will increase on account of this change and the changes to assault speeds. Fingers crossed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Phosis Norg
Mad Clone Posse
28
|
Posted - 2015.06.25 16:21:00 -
[114] - Quote
Please don't crucify me for asking this. I thought "strafe" meant moving while firing? However, you mention a "crouch" strafe adjustment to 1. Therefore, since crouching is not moving, I misunderstand what "strafe" is.
Please inform me what "strafe" speed is? |
Henrietta Unknown
Corrosive Synergy No Context
1
|
Posted - 2015.06.25 16:29:00 -
[115] - Quote
TheD1CK wrote:
Adding a recoil bonus when that was increased to balance the weapons (RR) in the first place?? No.
No, the RR was "balanced" (nerfed) because every suit apart from the Calass was wielding it with extreme effectiveness.There was little reason to fit a Calass with the RR if you could just throw it on a more effective (and scrubby) Galass or Amass.
It's time that the Gal/Cal Assaults are the ones that make the most of their racial rifles, like the Am/Min do.
Selling Items
Store - Player Trading
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.25 16:33:00 -
[116] - Quote
Adipem Nothi wrote:IAmDuncanIdaho II wrote:Celus Ivara wrote:CCP Rattati wrote:Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts ...
I haven't been staring at metrics like you have, but the Min Scout seems like a very good suit as is to me. Given that it's both the best ninja-hacking suit and nova-knifing suit, a buff seems odd. Do you use it? on paper those may be the best bonuses for those things, but that doesn't make it a good suit. whilst i may not have as much fun, i am more effective in gal, cal scout or gal, min assault. the knives are hyper situational...but it's also why i love it. That could very well change if/when wiggling becomes less effective. Can't tell you how many hundreds of times my knives have missed due to a target gyrating in and out of frame. I personally suspect that NK efficiency will increase on account of this change and the changes to assault speeds. Fingers crossed.
Well I guess that's true, but not what I was getting at by "situational". I mean actually getting to within 2.5m of your target in the first place. Minja suffers from terrible EWAR for a suit that relies on stealth and assassination. |
Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.25 16:35:00 -
[117] - Quote
Phosis Norg wrote:Please don't crucify me for asking this. I thought "strafe" meant moving while firing? However, you mention a "crouch" strafe adjustment to 1. Therefore, since crouching is not moving, I misunderstand what "strafe" is. Please inform me what "strafe" speed is? Strafe refers to lateral movement; strafe speed is a function of movement speed. There are different types of movement speeds:
Walk, Crouch, Run, Sprint, "Freewalk" (merc quarter / warbarge?)
At a strafe-crouch multiplier of 1 (100%), your strafe speed while crouched will be exactly the same as your forward movement speed. At a strafe-run multiplier of 0.9 (current), your strafe speed when running (not walking or sprinting) will be 90% of your forward movement speed. At a strafe-run multiplier of 0.7 (future), your strafe speed when running will be 70% of your forward movement speed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.25 16:36:00 -
[118] - Quote
Phosis Norg wrote:Please don't crucify me for asking this. I thought "strafe" meant moving while firing? However, you mention a "crouch" strafe adjustment to 1. Therefore, since crouching is not moving, I misunderstand what "strafe" is. Please inform me what "strafe" speed is?
Strafing is lateral movement. Side-to-side. When you move your thumbstick left or right. Or press A or D on your keyboard. |
Mr.Pepe Le Pew
Art.of.Death
181
|
Posted - 2015.06.25 16:42:00 -
[119] - Quote
CCP Rattati wrote:plan is to deploy tomorrow except it didn't deploy today :(
CEO / Art.of.Death
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NextDark Knight
Hellstorm LLC
803
|
Posted - 2015.06.25 16:53:00 -
[120] - Quote
Sometimes when they copy to tranc they miss or add a few 0s.. (Remember the cars and tanks that could jump the map?)
The recharge threshold might be 600 HP (instead of 6hp) of damage for shields causing some crazy reps.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.25 18:17:00 -
[121] - Quote
Celus Ivara wrote:Very good clarifications of the issues, thank you. :) Of particular note: Yeah, the GalLogi is in a very weird place and throws a very tricky wrench into the discussion. :\ -It's main tool needs to reward better WP. -But the GalLogi providing remote always-on omniscience for the entire team also seems to be pretty broken. - But the GalLogi is also kinda meh at Scout Hunting. 4x Focused Scanners is actually a very difficult thing to use vs Scouts in practice, and you're too slow and too scannable yourself to hunt them down. In the best case GalLogi can be Scout Area Denial, but you lose everything else cool the suit can do (heal, supply team, scan properly for non-scout enemies). Thanks, Celus! Rearranged a few words above; nothing of substance, just toned it down a 'bit. Somewhat sensitive subject; I remain of the opinion that EWAR-oriented Scouts took a hit which should've been aimed at Assault Lite.
But I digress. What's done is done. Moving forward ...
Passive ranged recon post-falloff is arguably too weak to be considered competitive. Nonetheless, the "recon scout" remains a sound, conceptual archetype; I'm of the opinion that we should restore the archetype rather than retire it. This might be accomplished by (1) merging the two pre-falloff recon functions under a single post-falloff role and (2) then introducing an altogether new role. For example:
Pre-Falloff Scout Archetypes GA Scout - Infiltration MN Scout - Hack & Slash CA Scout - Long-Range, Low-Intensity Recon AM Scout - Short-Range, High-Intensity Recon
Post-Falloff Scout Archetypes GA Scout - Infiltration MN Scout - Hack & Slash CA Scout - Long-Range, Low-Intensity Recon (non-competitive function) AM Scout - Short-Range, High-Intensity Recon (non-competitive function)
Proposed Scout Archetypes GA Scout - Infiltration MN Scout - Hack & Slash CA Scout - Counter-Infiltration / Recon AM Scout - Biotics
Above is my two cents and mine alone. There are, of course, differences of opinion when it comes to which Scout should serve which role, and what those roles should be. Also, not sure exactly how to fit Basic Lights into the mix.
On the GalLogi, I agree with your assessment. Freely defer to Cross on the "how to fix" specifics. Personally thinking:
* Recon Assist (Squadmate) + 20WP * Recon Assist (Teammate) +10WP * Then nerf Active Scanners and fix KB/M spinscanning
Shoot scout with yes. - Ripley Riley (for CPM2)
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.06.26 12:14:00 -
[122] - Quote
Before any one asks: no the hotfix didnt went live today.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
|
IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.06.26 12:44:00 -
[123] - Quote
Bright Cloud wrote:Before any one asks: no the hotfix didnt went live today. Cheers BC. Don't need to bother logging in now. |
NextDark Knight
Hellstorm LLC
806
|
Posted - 2015.06.26 13:42:00 -
[124] - Quote
Mr/Mrs Devs... any comment on new hotfix deployment times?
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Raven-747
WarRavens
60
|
Posted - 2015.06.26 14:32:00 -
[125] - Quote
I like the assault nerf especially to the min's mobility. But what part of the amar assault is being nerfed? The mobility or the health? Because amar mobility is nothing special compared to min.
You can complain all you want about lasers. Despite the nerfs it will rip you to shreds.
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.06.26 17:34:00 -
[126] - Quote
Raven-747 wrote:I like the assault nerf especially to the min's mobility. But what part of the amar assault is being nerfed? The mobility or the health? Because amar mobility is nothing special compared to min. A tiny bit of mobility and thats it. No reason to nerf its HP cause the amarr are supposed to be the bricktankers.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
163
|
Posted - 2015.06.26 18:18:00 -
[127] - Quote
If you want that much mobility go scout. It doesn't belong on a assault suit. I used to min assault when it was u p with the 5/3 layout but since I've gone full amarr... You can't take away my combat rifle though.
Tread Locking Proficiency V
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Vesta Opalus
Ostrakon Agency Gallente Federation
816
|
Posted - 2015.06.26 18:51:00 -
[128] - Quote
CCP Rattati wrote:Dear players, Shield RechargeCurrently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields. We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game. 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. MobilityAfter lengthy discussions about mobility (speed, strafe, sprint and stamina), here are updated numbers that will be deployed tomorrow. Hotfix Warlords 1.1.3We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future. Speed ChangesMeant to align and rebalance based on a speed vs health curve, while reigning in assault speeds, MI in particular. We have made the changes much smaller than originally proposed. Big buff: Commandos and Logistics, Small buff: Basic-H Small nerf: Assault and Basic-L. Plan is to add more HP to Basic-L later. Strafe ChangesOverall reduction of strafe speeds, as calculated with a modifier to speed. Walk strafe reduced by 0.1, Sprint strafe by 0.1 and Run strafe by 0.2. Crouch Strafe aligned to 1 for all roles. Stamina ChangesAligned to make Amarr and Minmatar have the same "mobility", i.e travel the same distance in a similar timeframe. Average speed remains highest for MI and lowest for AM. Stamina Recovery reduced for all MI roles as they were, due to a calculation error, double counting a bonus, making them outrun Amarr more than intended. Buff: Commandos Alignment benefits AM the most but not for all roles, CA/GA overall unchanged, MI overall reduced Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
Like everything you are doing here, thanks.
I especially like that you're bringing minmitar mobility into line a bit, I've always thought it was kind of a hidden OP factor for all their dropsuits and I have tried to raise awareness (not that anyone listens). |
Echo 1991
Dead Man's Game
866
|
Posted - 2015.06.27 11:10:00 -
[129] - Quote
odds of it releasing today?
Wanna play eve?
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4lbert Wesker
Mithril Forge E-R-A
265
|
Posted - 2015.06.27 11:12:00 -
[130] - Quote
It's weekend so...no...
Public skirmish = camping games,
Public domination = officer sniping games,
Public ambush = russian roulette
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Spaceman-Rob
Dead Man's Game
850
|
Posted - 2015.06.27 11:38:00 -
[131] - Quote
Still waiting! Yawn! |
Songs of Seraphim
Negative-Feedback. Negative-Feedback
1
|
Posted - 2015.06.28 01:51:00 -
[132] - Quote
Waiting for this to be released after Monday's DT.
Achura Bloodline
Loyalist of the State
Join Caldari FW
|
VAHZZ
Corrosive Synergy No Context
3
|
Posted - 2015.06.28 05:36:00 -
[133] - Quote
Songs of Seraphim wrote:Waiting for this to be released after Monday's DT.
|
Adipem Nothi
Nos Nothi
10
|
Posted - 2015.06.28 14:14:00 -
[134] - Quote
CCP Rattati wrote:... areas I would want to focus on, which are min and am scouts, light dropsuits ...
Light Frame Ideas * More HP + Less Speed + Lower Profile than Scouts * Less HP + More Speed + Lower Profile than Scouts * Convert to Pilot Dropsuits (equip to activate 'vehicle upgrades' skilltree) * 1 Primary, 1 Secondary, 2 EQ ---> 2 Primary, 1 EQ * 1 Primary, 1 Secondary, 2 EQ ---> 3 Secondary, 1 EQ * +1 Low Slot, -1 EQ * +1 Low Slot, +PG/CPU
MN Scouts External factors are more to blame for current inefficiency than issues with the MN Scout itself. Would advise against buffing/rethinking the MN Scout until satisfied with unit movement speeds and the state of EWAR.
AM Scouts Low AM Scout utilization rates can be explained by the present lack of a meaningful strength. If it is a design goal for passive scans at range to remain weak, I would recommend introducing for it new bonuses (perhaps + efficacy to biotics). If it is not a design goal for passives at range to remain weak, would recommend setting every unit's inner scan ring to a fixed 5m then restoring range extenders from the current +15% to the former +45%.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Phosis Norg
Mad Clone Posse
30
|
Posted - 2015.06.28 17:39:00 -
[135] - Quote
Adipem Nothi wrote:Phosis Norg wrote:Please don't crucify me for asking this. I thought "strafe" meant moving while firing? However, you mention a "crouch" strafe adjustment to 1. Therefore, since crouching is not moving, I misunderstand what "strafe" is. Please inform me what "strafe" speed is? Backpedal refers to backward movement; Strafe refers to lateral movement; both strafe and backpedal speeds are derived from movement speed. There are different types of movement speeds: Walk, Crouch, Run, Sprint, "Freewalk" ... and each type of movement can be assigned (by the Devs) different multipliers for strafe and backpedal. At a strafe-crouch multiplier of 1 (100%), your strafe speed while crouched will be exactly the same as your forward movement speed. At a strafe-run multiplier of 0.9 (current), your strafe speed when running (not walking or sprinting) will be 90% of your forward movement speed. At a strafe-run multiplier of 0.7 (future), your strafe speed when running will be 70% of your forward movement speed. As for the different types of movement: Walk - Barely move your analog stick Run - Max speed without sprinting ("movement speed" in game and at protofits) Sprint - Consumes stamina ("sprint speed" in game and at protofits) Crouch - Movement speed while squatting Freewalk - Not 100% certain, but I think this is the speed used in warbarge and merc quarters
Thank you for your comprehensive explaination. I didn't realize you could move while crouched. But I guess it's possible.
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Supernus Gigas
The Cooked Goose Coalition
1
|
Posted - 2015.06.28 23:14:00 -
[136] - Quote
So speed buffs to all the Basic Heavy frames except the Minmatar? What gives? That was the change I was looking forward to the most.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVING CLONE BURGERS TONIGHT, BOYS!
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CCP Frame
C C P C C P Alliance
7
|
Posted - 2015.06.29 02:20:00 -
[137] - Quote
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. :)
CCP Frame, CCP Community Team
|
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
145
|
Posted - 2015.06.29 02:23:00 -
[138] - Quote
HA! First to like a CCP DEV! And what was the issue?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Nocturnal Soul
Primordial Threat
7
|
Posted - 2015.06.29 02:28:00 -
[139] - 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. :) That's a disappointment, an entire week :(
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
146
|
Posted - 2015.06.29 02:31:00 -
[140] - Quote
This Thursday, is only 3 days from now, 4 if you count the day itself.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Echo 1991
Dead Man's Game
877
|
Posted - 2015.06.29 03:23:00 -
[141] - 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.
Wanna play eve?
|
Pierced Daddy
Storm Wind Strikeforce Caldari State
40
|
Posted - 2015.06.29 05:38:00 -
[142] - 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. :)
Thanks for the update. How far does this push back pc 2.0 and the power core idea ?
Does it also push back the upcoming event? |
spridis
D3M3NT3D M1NDZ
9
|
Posted - 2015.06.30 04:39:00 -
[143] - Quote
Why have you not addressed the missile tank problem with in this pach.
Blood before Honor, Honor before Friends, Friends before Lies, Lies before Enemy's.
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Otrera Goddess
Nos Nothi
362
|
Posted - 2015.06.30 11:56:00 -
[144] - Quote
Did the hotfix deploy today? :/ |
SKAAR NOVA XIII
Wolf Pack Special Forces Evil Syndicate Alliance.
10
|
Posted - 2015.06.30 15:02:00 -
[145] - Quote
Otrera Goddess wrote:Did the hotfix deploy today? :/
Doesn't look like it
If I see you first...boom goes the dynamite!
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Echo 1991
Dead Man's Game
882
|
Posted - 2015.06.30 15:06:00 -
[146] - Quote
Yes it did.
Wanna play eve?
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Echo 1991
Dead Man's Game
882
|
Posted - 2015.06.30 15:08:00 -
[147] - Quote
Double post...
Wanna play eve?
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Dreis ShadowWeaver
0uter.Heaven
5
|
Posted - 2015.06.30 18:40:00 -
[148] - Quote
Some people are saying it did, some say it didn't. Which is it?! And it looks like Frame edited his post to say it would deploy today. I'm confused...
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
195
|
Posted - 2015.06.30 19:28:00 -
[149] - Quote
Dreis ShadowWeaver wrote:Some people are saying it did, some say it didn't. Which is it?! And it looks like Frame edited his post to say it would deploy today. I'm confused...
*In a dark and raspy batman voice*
WHERE ARE THE OTHER HOT FIXES GOING!!!
ONE UNIVERSE//ONE WAR
Let's bring back Dust/EvE cross content
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Dreis ShadowWeaver
0uter.Heaven
5
|
Posted - 2015.06.30 19:30:00 -
[150] - Quote
Confirming it did indeed deploy today.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
195
|
Posted - 2015.06.30 19:44:00 -
[151] - Quote
Dreis ShadowWeaver wrote:Confirming it did indeed deploy today.
*in a giddy anime school girl voice* YAY!!!!!!!!!!1!!!!1111!
ONE UNIVERSE//ONE WAR
Let's bring back Dust/EvE cross content
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
|
Posted - 2015.06.30 19:55:00 -
[152] - Quote
I didn't see any patch note's, nor skill change's, so negative unless a CCP DEV confirm's, then it hasn't deployed yet.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Genral69 death
Random Gunz Rise Of Legion.
383
|
Posted - 2015.06.30 23:12:00 -
[153] - Quote
Stamina recovery on min logi was a massive blow. Too big in my opinion Didn't see much of a change on my gal commando as I'm not running around the map alot in it . But however I'm glad the gal heavy frame skin was fixed (looks amazing).
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
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Operative 1174 Uuali
True Companion Planetary Requisitions
860
|
Posted - 2015.06.30 23:13:00 -
[154] - 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.
Make the regulator increase the threshold and make it count. Then you want have to overdo or underdo the regular shield recharge. Bring fitting costs into it.
MY CPM2 PLATFORM
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Adipem Nothi
Nos Nothi
11
|
Posted - 2015.06.30 23:15:00 -
[155] - Quote
Zan Azikuchi wrote:I didn't see any patch note's, nor skill change's, so negative unless a CCP DEV confirm's, then it hasn't deployed yet. Protofits has not yet been updated to reflect today's movement changes. Have a look at current in-game fitting summaries for your Assault, Logi or Commando loadouts. Compare them against protofit's pre-patch values. Alternatively, you can take my word for it :-)
GA Assault: 5.00 ---> 4.95 GA Logi: 4.70 ---> 5.05 GA Commando: 4.05 ---> 4.40
Shoot scout with yes. - Ripley Riley (for CPM2)
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jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
|
Posted - 2015.06.30 23:28:00 -
[156] - 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. |
Cu' Chulainn
Art.of.Death
29
|
Posted - 2015.07.01 00:39:00 -
[157] - Quote
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.
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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Echo 1991
Dead Man's Game
883
|
Posted - 2015.07.01 00:44:00 -
[158] - 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.
Wanna play eve?
|
Thokk Nightshade
Montana Militia
949
|
Posted - 2015.07.01 00:53:00 -
[159] - 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.
^this^ because God forbid you have to use tactics and positioning instead of a wiggle wiggle.
Thokk Kill. Thokk Crush. Thokk Smash.
|
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
|
Posted - 2015.07.01 14:06:00 -
[160] - 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. |
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NextDark Knight
Hellstorm LLC
814
|
Posted - 2015.07.01 17:25:00 -
[161] - Quote
Thokk Nightshade 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. ^this^ because God forbid you have to use tactics and positioning instead of a wiggle wiggle.
^^LOL^^ https://youtu.be/wyx6JDQCslE?t=131
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Echo 1991
Dead Man's Game
884
|
Posted - 2015.07.01 17:40:00 -
[162] - 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.
Wanna play eve?
|
IAmDuncanIdaho II
Nos Nothi
2
|
Posted - 2015.07.01 18:59:00 -
[163] - Quote
Adipem Nothi wrote:Zan Azikuchi wrote:I didn't see any patch note's, nor skill change's, so negative unless a CCP DEV confirm's, then it hasn't deployed yet. Protofits has not yet been updated to reflect today's movement changes. Have a look at current in-game fitting summaries for your Assault, Logi or Commando loadouts. Compare them against protofit's pre-patch values. Alternatively, you can take my word for it :-) GA Assault: 5.00 ---> 4.95 GA Logi: 4.70 ---> 5.05 GA Commando: 4.05 ---> 4.40
Or look at the spreadsheet detailing the changes posted in the OP a week ago :-o |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
151
|
Posted - 2015.07.01 20:22:00 -
[164] - Quote
Just saw spreadsheet and actually knew what the hell I was looking at. Kinda underwhelmed truth be told.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Adipem Nothi
Nos Nothi
11
|
Posted - 2015.07.01 20:43:00 -
[165] - Quote
IAmDuncanIdaho II wrote:Adipem Nothi wrote:Zan Azikuchi wrote:I didn't see any patch note's, nor skill change's, so negative unless a CCP DEV confirm's, then it hasn't deployed yet. Protofits has not yet been updated to reflect today's movement changes. Have a look at current in-game fitting summaries for your Assault, Logi or Commando loadouts. Compare them against protofit's pre-patch values. Alternatively, you can take my word for it :-) GA Assault: 5.00 ---> 4.95 GA Logi: 4.70 ---> 5.05 GA Commando: 4.05 ---> 4.40 Or look at the spreadsheet detailing the changes posted in the OP a week ago :-o But it is good to see that what's in the spreadsheet made into the game. This isn't always the case :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.07.01 20:58:00 -
[166] - Quote
Adipem Nothi wrote:IAmDuncanIdaho II wrote:Adipem Nothi wrote:Zan Azikuchi wrote:I didn't see any patch note's, nor skill change's, so negative unless a CCP DEV confirm's, then it hasn't deployed yet. Protofits has not yet been updated to reflect today's movement changes. Have a look at current in-game fitting summaries for your Assault, Logi or Commando loadouts. Compare them against protofit's pre-patch values. Alternatively, you can take my word for it :-) GA Assault: 5.00 ---> 4.95 GA Logi: 4.70 ---> 5.05 GA Commando: 4.05 ---> 4.40 Or look at the spreadsheet detailing the changes posted in the OP a week ago :-o But it is good to see that what's in the spreadsheet made into the game. This isn't always the case :-)
Ahhh...did not realise. |
XxWarlordxX97
D.A.R.K L.E.G.I.O.N
4
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Posted - 2015.07.02 04:18:00 -
[167] - Quote
Give my heavy his strafe back, it was the only reason to have a heavy and now its go be a assault or scout if you want to have a good strafe, or buy a keyboard for a console game to strafe with the heavy.
https://www.youtube.com/watch?v=1mjlM_RnsVE
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jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
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Posted - 2015.07.02 06:04:00 -
[168] - 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
|
Posted - 2015.07.02 23:36:00 -
[169] - Quote
Rattati what happen to the Commando extra slot and such? |
jpmannu
107
|
Posted - 2015.07.03 07:16:00 -
[170] - Quote
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 |
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 14:04:00 -
[171] - Quote
jace silencerww wrote:Rattati what happen to the Commando extra slot and such? news soon
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tyjus Vacca
Valor Coalition
339
|
Posted - 2015.07.03 16:11:00 -
[172] - Quote
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.
sniper changes !!? O_o
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Henrietta Unknown
Corrosive Synergy No Context
1
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Posted - 2015.07.03 16:16:00 -
[173] - 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. 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.
Selling Items
Store - Player Trading
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 16:42:00 -
[174] - 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? |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
182
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Posted - 2015.07.03 16:48:00 -
[175] - Quote
DeathwindRising wrote: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?
All Cal's need better regen abilities anyhow, their current delay and depleted are what's hurting the cal's the most right now, we're good Regen HP wise, but that delay is truly harmful to us. (And possibly missing some shield HP but that's another complaint for another day).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Nirwanda Vaughns
1
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Posted - 2015.07.03 21:23:00 -
[176] - Quote
for commandos i'd preffer if they went along with the 'jack of all trades...' style and each suit had uniformity in slots based on tier with PG/CPU controlling fittings
STD - 1hi, 1 lo ADV - 2hi, 2 lo PRO - 3hi, 3 low
that way you can fully tailor a suit to how you want to play, limited pg/cpu as well as tweaking hitpoints due to added hi/lo slots ect and they'd be truly versatile and if you go full damage, you're paper thin but gallente PLC becomes a bit more viable as anti shield av, minmando still rules as armour av but its tank is a little lower so not as OP as it (mine) is.
Please fix my C-II hitpoints!!
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jace silencerww
Mikramurka Shock Troop Minmatar Republic
181
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Posted - 2015.07.03 22:18:00 -
[177] - 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
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Posted - 2015.07.03 22:36:00 -
[178] - 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? |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
186
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Posted - 2015.07.04 02:00:00 -
[179] - Quote
Nirwanda Vaughns wrote:for commandos i'd preffer if they went along with the 'jack of all trades...' style and each suit had uniformity in slots based on tier with PG/CPU controlling fittings
STD - 1hi, 1 lo ADV - 2hi, 2 lo PRO - 3hi, 3 low
that way you can fully tailor a suit to how you want to play, limited pg/cpu as well as tweaking hitpoints due to added hi/lo slots ect and they'd be truly versatile and if you go full damage, you're paper thin but gallente PLC becomes a bit more viable as anti shield av, minmando still rules as armour av but its tank is a little lower so not as OP as it (mine) is.
Except 1 problem, tiercide
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.04 15:09:00 -
[180] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.04 18:04:00 -
[181] - 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 |
Echo 1991
Dead Man's Game
897
|
Posted - 2015.07.04 18:23:00 -
[182] - 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.
Wanna play eve?
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.04 19:25:00 -
[183] - 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. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.04 20:02:00 -
[184] - 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.
It sounds like a good design, I think, if I'm understanding it correctly - though I am wary about it.
If we're making the argument that "The best Assault is the Amarr Assault" or "The best Sentinel is the Gallente Sentinel" than in more competitive environments a lot of people's choices become less meaningful because competitive entities will only be looking for certain things. If I know that, mechanically, there is a "worst" sentinel, I'm going to grab someone else in favor of winning than field the guy who can only run the "worst" sentinel.
Roles should have unique, situational viability. Going for best and worst design from Faction/Role standpoint trivializes a lot of people's decision making, I feel, and it sort of degrades the overall feeling of progression and balance as a whole.
That is, if we're looking at a "best/worst" from a -global- standpoint and not a situational standpoint. Gallente Assault is best in CQC, Caldari Commando is best at sniping, sort of deal. If that is what you're referring to than just ignore my above statements.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Echo 1991
Dead Man's Game
897
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Posted - 2015.07.04 20:38:00 -
[185] - 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?
Wanna play eve?
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.04 21:42:00 -
[186] - 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.
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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jace silencerww
Mikramurka Shock Troop Minmatar Republic
181
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Posted - 2015.07.06 01:36:00 -
[187] - 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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