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Thread Statistics | Show CCP posts - 7 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 15:20:00 -
[61] - Quote
CCP Rattati wrote:Stop saying things I would say, this is getting uncomfortable quit reading my mind rattati. That information is classified.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 16:19:00 -
[62] - Quote
Breakin Stuff wrote:DeathwindRising wrote:Breakin Stuff wrote:DRT 99 wrote:tbh the damage bonus isnt balanced and i'd be glad to see it go. The damage bonus doesn't matter nearly as much as anyone thinks. The reload bonuses with support weapons and AV weapons are what give commandos their real punch. A commando has a 5% advantage over their racial assault for max DPS output. at what cost? who honestly runs all damage mods on the assault suits other than the armor tankers? commandos may only have a small advantage in DPS but they have way more eHP while doing it. No they don't. Not unless they bricktank. And they have less HP than sentinels. And they lack the sentinel resists. And they move slower than assaults and they're easier to hit. And they can't throw a core locus nade at you. Right now the commandos and assault suits are neck and neck in efficiency on the battlefield. One seems as effective as the other. Except the calmando. That one's shield stats suck. Rattati looks like he may be applying the kinetic (railgun -10/+10) to swarms, and thusly removing that from the minmando. This will result in a slightly less obnoxious swarm launcher. Realistically if you gave assaults two light weapons instead of light/sidearm the assault and commando would still be equally efficient. The sidearms being effective killing weapons mean that an assault isn't hamstrung by running out of primary ammo. With rattati talking about buffing the gallente and caldari assault light weapon bonuses things are evening out pretty well overall. The amarr commando no longer is the bad joke it used to be. The minmando will probably lose its AV king title. the galmando is actually dangerous as more than an incidental threat now. And the caldari is still bottom rung for the same reason calassaults are: shield stats. So tell me... how does the comando bonus break the game? 5% damage per shot average (because the fitting meta of commandos is almost identical to assaults now) isn't going to beat a caldari with a rail recoil bonus, the amarr heat bonus, the min magazine bonus or the gallente if they get a decent damage application bonus. You saying that a thing is bad when your statement flies in the face of all evidence to the contrary is very interesting. But I'm game. Explain to me how the commando damage bonus is unfair. If you can convince me legitimately, you might have a chance of pushing your argument past rattati. Just remember to include testable evidence so we can prove or disprove your thesis.
im not sure what you thought i was getting at. i was saying that assaults may get similar DPS to commandos, but they only can get that by stacking damage mods so in the case of a cal assault vs a cal commando, the commando doesnt need to give up HP slots to keep its damage.
the big thing i like about the commando damage bonus is that its a free upgrade to your weapon at all tiers. standard weapons perform like proto weapons. so i can run standard suits but maintain the killing potential of a proto suit.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 16:28:00 -
[63] - Quote
Ehhh. That has more to do with how modules are balanced more than anything.
If damage mods were low slot people would be crying that caldari have an unfair advantage.
If we had a low slot weapon upgrade to match the high we might see actual progress.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Mikel Arias
Challengers 506
136
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Posted - 2015.07.09 16:28:00 -
[64] - Quote
A bonus for fitting light weapons is great, but please Rattati, dont take the damage bonus!!! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 16:37:00 -
[65] - Quote
Mikel Arias wrote:A bonus for fitting light weapons is great, but please Rattati, dont take the damage bonus!!! He's not.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 16:50:00 -
[66] - Quote
Breakin Stuff wrote:Ehhh. That has more to do with how modules are balanced more than anything.
If damage mods were low slot people would be crying that caldari have an unfair advantage.
If we had a low slot weapon upgrade to match the high we might see actual progress.
unfair advantage is stacking both damage AND hp without giving up one for the other.
shields have less hp, no logistical support, cant rep hp through damage, and deal less damage than armor tankers.
how exactly are shield tankers supposed to fight using that design? gallente can run at the same movement speeds as caldari, but with all of the benefits of being an armor tanker, so you cant even say that caldari are hit n run styled.
we gave way too many advantages to armor tankers compared to shield tankers.
if you armor tank your fitting is simple. plates and a rep in your lows, and damage mods in you highs.
shield tanking? yea, youve got to fit shield regulators and rechargers/energizers, which dont work until your out of combat. AND you have to manage the shield stats. shield delays, too long and youll succumb to random gunfire and spray n pray. shield recharge too low compared to HP and youll risk not fully recovering that hp between fights. but if shield HP isnt high enough, then you get you shield one shotted by ScR or flux nades, and suffer the depleted delay. hell even with high hp you can be one shotted and suffer the depleted delay.
if shields could recharge while taking damage, then i could say that shield tanking should focus more on the regen over hp, which would obviously differ from armor tanking's hp over regen. but we force lower hp abd lower damage dealing, to compete against high hp and higher damage dealing thats also suppoted by logistics and other external factors.
shield tanking has very little advantage over armor tanking |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 17:46:00 -
[67] - Quote
So were you going to tell me something I was unaware of?
Or do you just have a burning need to prove me wrong about something?
The 10% commando damage bonus has nothing to do with your post. Nor does the forum topic.
Further, people who only stack reps and plates tend to have a bad time of it. Especially since armor meta is ferroscales over plates.
I've vomited shield buff solutions enough, they will get fixed or they won't. At this point I'm not interested in rehashing old ground I have already tread.
If they put a weapon mod that increases weapon viability on shield suits your argument falls apart because then shields too will be able to stack damage and HP.
But thanks for trying to lecture me. I'm sure that I might have potentially learned something.
Seriously ive been chiming in on shields for months. Don't get your panties in a twist with me about them.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.09 17:54:00 -
[68] - Quote
On the subject of swarms, i think we should have variants with all the different damage types (except projectile). Then all comandos would have a swarm bonus for their damage type, making them all pretty much as useful as each other.
Doesn't EVE have something similar?
I think Rattati has mentioned the possibility of EM swarms before. |
Mikel Arias
Challengers 506
136
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Posted - 2015.07.09 20:39:00 -
[69] - Quote
I would rather that each faction had an AV weapon unique in its own way. So what it would be missing is an amarr AV. |
IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.07.09 21:26:00 -
[70] - Quote
jace silencerww wrote:IAmDuncanIdaho II wrote:sebastian the huds wrote:CCP Rattati wrote:Instead of PG/CPU, there will be a commando skill, bonus to fitting light weapons can we also change commando damage bonuses to affect only that race's weapons? so i can stop seeing all these minmandos with swarms and see more calmandos with them. Until I read your last sentence, I was agreeing. But I thought you meant based on the existing racial skills, i.e. Minmando has damage bonus to projectile / explosive weapons, which means they *should* use swarms. Or have I misunderstood which weapons the Minmando's current bonuses apply to? Last I looked, Swarm launchers were either explosive or projectile damage. well the swarm launcher is caldari tech. HOWEVER just like the nova knives the caldari do not the bonus but the Minmatar gets the bonus. this is what he was saying- every commando should only get bonuses to their tech. CCP saw what would happen if you did this though. a caldari commando with a rail rifle/sniper rifle on a roof then you try to fly up there in a dropship just to get hit by swarm. even better with a 10% bonus with 3 complex light damage mods for a total boost of 27% to damage and that means even with shields which gets a natural -20% to swarms, your going to get wrecked before you get close.
Right but I would disagree with that when you consider the existing bonus - they would be in conflict with each other.
If the AV bonus is gonna change suits I'll want my money back lol...it's the only reason I have Minmando. Inb4 don't hold your breath and HTFU. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 21:29:00 -
[71] - Quote
Swarms might change to the rail profile.
Therefore the calmando would have primacy.
And swarms would still be the AV DPS kings.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zack3000 Smith
Heaven84 Devils Astroya Conglomerate.
59
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Posted - 2015.07.09 21:39:00 -
[72] - Quote
hails8n wrote:Just enough to fit that extra mod. Who adds a mod and doesnt buff cpu/pg anyways? This was something I was certain would be added, wasn't even gonna ask.
i put complex damage mod on my commando no problem after buff..
2 complex damage mods
viziam lasor rifle
crd 9 assault scrambler rifle
core repair tool
3 complex Ferrocale plates |
Kierkegaard Soren
Eridani Light Horse Battalion
833
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Posted - 2015.07.09 21:45:00 -
[73] - Quote
I actually think its just about spot on, save for CPU on a galmamdo; its difficult to fit for a competent rep tank AND mount a PLC on anything other than proto.
I concede that it is difficult to mount all your favourite modules at their highest tier, but that should be a genuine limitation of the commando frame in return for high base EHP and two Lights. Anyway, I'm currently rocking this in pubs;
Amarr Adv Complex rep Complex reactive Complex cardiac regulator
2xComplex precision enhancers
Adv PLC STD assault scram
Scanner/hive/uplink
Works pretty well.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 01:24:00 -
[74] - Quote
Breakin Stuff wrote:So were you going to tell me something I was unaware of?
Or do you just have a burning need to prove me wrong about something?
The 10% commando damage bonus has nothing to do with your post. Nor does the forum topic.
Further, people who only stack reps and plates tend to have a bad time of it. Especially since armor meta is ferroscales over plates.
I've vomited shield buff solutions enough, they will get fixed or they won't. At this point I'm not interested in rehashing old ground I have already tread.
If they put a weapon mod that increases weapon viability on shield suits your argument falls apart because then shields too will be able to stack damage and HP.
But thanks for trying to lecture me. I'm sure that I might have potentially learned something.
Seriously ive been chiming in on shields for months. Don't get your panties in a twist with me about them.
My original post was about the comment that the commando damage bonus isn't important, where I disagree with that.
Now if damage mods were moved to lows, I wouldn't call that unbalanced. Ferroscale plates still provide more hp than shields, and that hp can be repaired while taking damage. The damage mod requires that you give up a shield regulator, which hurts your regen. So you're trading regen for more damage, and that's fine too because the potential eHP while supported by logistics still leaves armor with the direct advantage.
But that's assuming the damage mod is traded for kincats. Anyways the point is that shield hp caps out a lot lower than armor hp can where shield hp still suffers from current mechanics during direct combat. It is meant to bridge the gaps between the two |
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CCP Rattati
C C P C C P Alliance
25
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Posted - 2015.07.10 01:26:00 -
[75] - Quote
Again, I am seriously thinking about dmg mods to lows and new ROF mods to high
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Georgia Xavier
Incorruptibles
839
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Posted - 2015.07.10 01:35:00 -
[76] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high If so then I will fill all my slots with rof and dmg mods then go around with a Carthum.....
CLICK ME!!
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.07.10 01:39:00 -
[77] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Please address near invincible tanks first. This will be a huge nerf to swarms, especially if you move the bonus over to calmandos as previously stated.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.07.10 01:51:00 -
[78] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high
Hmmm, don't the Scramblers heat functions work on an "over time" mechanic rather than per shot still? Would ROF mods allow for more to be dealt out without overheat, and even in less time?
I can feel my Caldari Assault shudder in its closet.
O.G. Pink Fluffy Bunny
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Georgia Xavier
Incorruptibles
840
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Posted - 2015.07.10 01:54:00 -
[79] - Quote
Daddrobit wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Hmmm, don't the Scramblers heat functions work on an "over time" mechanic rather than per shot still? Would ROF mods allow for more to be dealt out without overheat, and even in less time? I can feel my Caldari Assault shudder in its closet. Shh shh, the quicker the death the less pain.
CLICK ME!!
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.10 02:47:00 -
[80] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high
Then you would have to recalculate anything TTK related because of the birth of the new True GlassCannons
KERO-TRADER is my official Eve character for Dust trading.
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Kain Spero
Negative-Feedback
5
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Posted - 2015.07.10 03:22:00 -
[81] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high
Again, I really don't see the reason to change the meta of which side damage mods land. I do however think that adding ROF mods that go on the lows could be an interesting addition to the game.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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hails8n
DEATH BY DESTRUCTION
330
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Posted - 2015.07.10 03:22:00 -
[82] - Quote
Booby Tuesdays wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Please address near invincible tanks first. This will be a huge nerf to swarms, especially if you move the bonus over to calmandos as previously stated. Its not really a huge change. Swarms belong to cal anyways. Maybe there should be a new minmatar av weapon made, like a mass driver that shoots av nades. Right, then min/cal/gal all have their own light av weapons. Just trash the Breach mass driver and make room for the Av mass driver and possibly a flux MD. Just picture a min commando with 3 myofibs infiltrating a room shooting off flux rounds then switching over to a Freedom mass driver clearing crowds.
Get some life in your hands.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.10 03:51:00 -
[83] - Quote
Kain Spero wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Again, I really don't see the reason to change the meta of which side damage mods land. I do however think that adding ROF mods that go on the lows could be an interesting addition to the game.
Ok...would you rather use a RR / ARR / MagSec with increased dmg at the direct cost of HP or with a direct increase to accrued recoil at the cost of shield support modules?
I'm assuming the Caldari role for this discussion point as it has been the most significantly disadvantaged by the current dmg mod construct. Why not use ROF in highs or DMG in lows?
One quick point on all this...there are several things that connect to this that i recommend they engage on so Dropouts bonus structure and key weapons in each racial line are actually holistically addressed to proved a synchronized and integrated design approach.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.10 04:11:00 -
[84] - Quote
CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high
I am not outright against this, but I think it would require some major changes to shield tanking as it is reliant on both highs and lows... I also am terrified of what this might do for weapons like the laser rifle.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 04:19:00 -
[85] - Quote
I'm really starting to wonder what the difference between Caldari Commandos and Caldari Assaults is going to be if Commandos get a PG/CPU reduction on weaponry.
Both would get a fitting reduction Both would get a reload speed bonus
Assault gets a grenade and slightly more mobility Commando gets a built in damage mod and slightly more EHP
As I said, we need to further differentiate these two classes and come up with legitimately different roles than trying to make them more similar. At this point it's like Espresso and Cappuccino. It's still freaggin coffee, people. They're both offensive roles with - increasingly - minor differences. If the Commandos are getting a fitting reduction to fit some new design spectrum involving Racial Dropsuit + Racial Weapon = Profit, that's fine, but the expense is going to leave players wondering what they're geared for. I'd imagine a new player will just look at them and figure them to just have different models.
They need distinction, rather than overlap.
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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 04:25:00 -
[86] - Quote
Aeon Amadi wrote:I'm really starting to wonder what the difference between Caldari Commandos and Caldari Assaults is going to be if Commandos get a PG/CPU reduction on weaponry.
Both would get a fitting reduction Both would get a reload speed bonus
Assault gets a grenade and slightly more mobility Commando gets a built in damage mod and slightly more EHP
As I said, we need to further differentiate these two classes and come up with legitimately different roles than trying to make them more similar. At this point it's like Espresso and Cappuccino. It's still freaggin coffee, people. They're both offensive roles with - increasingly - minor differences. If the Commandos are getting a fitting reduction to fit some new design spectrum involving Racial Dropsuit + Racial Weapon = Profit, that's fine, but the expense is going to leave players wondering what they're geared for. I'd imagine a new player will just look at them and figure them to just have different models.
They need distinction, rather than overlap.
the difference between cal assault and cal commando also includes that the commando has two light weapon slots lol |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 05:40:00 -
[87] - Quote
Georgia Xavier wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high If so then I will fill all my slots with rof and dmg mods then go around with a Carthum..... And I will one shot you with an unmodded BB gun.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.07.10 07:22:00 -
[88] - Quote
Mina Longstrike wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Oh and RoF mods don't affect erry weapon equally.
Yes...or at all. My PLC will feel left out. |
Dzago Sevatarion
DUST University Ivy League
63
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Posted - 2015.07.10 07:35:00 -
[89] - Quote
ROF increase "feels" like a low slot module. It increases a basic event and (I assume) would have a drawback in increasing the difficulty in controlling your weapons. |
ROMULUS H3X
research lab
580
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Posted - 2015.07.10 07:44:00 -
[90] - Quote
IAmDuncanIdaho II wrote:Mina Longstrike wrote:CCP Rattati wrote:Again, I am seriously thinking about dmg mods to lows and new ROF mods to high Oh and RoF mods don't affect erry weapon equally. Yes...or at all. My PLC will feel left out.
Indeeed. Please scratch this silly ROF idea... get rittled in half a second as it is -_x
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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