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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.19 00:06:00 -
[1] - Quote
Overpowered * Framerate Drops * Scrambler Rifle * Active Scans * Shared Squad Sight * Armor Plates (Infantry) * Large Blaster Turrets * Armor Hardeners
Underpowered * Active Scan WP * Scout Class * MagSec * Ion Pistol * Breach Shotgun * Sniper Rifles
^ My two cents.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.19 00:25:00 -
[2] - Quote
I disagree with almost your entire list.
I somewhat agree with Active Scans, EWAR in general needs work.
Armor hardeners likely need some tweaks as well.
Maybe the magsec as well.
Disagree with everything else
Official CPM Platform
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Adipem Nothi
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11
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Posted - 2015.07.19 00:27:00 -
[3] - Quote
Talos Vagheitan wrote:I disagree with almost your entire list.
Neat. What's on your list?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.19 00:49:00 -
[4] - Quote
Adipem Nothi wrote:Talos Vagheitan wrote:I disagree with almost your entire list.
Neat. What items are overpowered/underpowered from your point-of-view?
I don't really worry too much with what's OP/UP at a given point to be honest. The nerf/buff cycle is perpetual, and I'm ok with that. With 4 races, 3 Frames, 8 classes, vehicles, weapons and tiers we will never be able to achieve "perfect balance"
But having said that, balance really isn't that bad right now. There is a ton of variety on the battlefield, and that's always a good sign.
Of course there are exceptions:
-I think Gallente vehicles are superior to Caldari -Magsec: I'm not really sure, there's really nothing outright bad about it that I can find, but I think it has an identity crisis. The RR is better at close range and long distance. - Armor hardeners. I'll agree with you on this one. I think reps should be reduced while a hardener is on. -Ion Pistol: Don't see it enough to really be able to say. I've seen people do very well with it tho, so I can't say it's outright bad, but not popular for some reason. -Swarms need some work. It's not necessarily that they're OP, but there isn't much of a human factor. Just fire and forget, which isn't fun. - Large missile turrets: They seem to be UP.
That's off the top of my head.
Official CPM Platform
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Sequal's Back
Dead Man's Game
686
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Posted - 2015.07.19 00:53:00 -
[5] - Quote
Only the Assault SCR is overpowered I think. The normal one isn't as spread and as easy to use for 90% of the playerbase.
Then I don't think Sniper Rifles are underpowered at all. These guys take no risk and can still easily one shot most suits. I don't see a single reason to buff even more.
Rest seems right, mostly the framerate drops part ^^
WON'T YOU PLEASE TAKE ME HOME !
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Adipem Nothi
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11
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Posted - 2015.07.19 01:03:00 -
[6] - Quote
Talos Vagheitan wrote: But having said that, balance really isn't that bad right now. There is a ton of variety on the battlefield, and that's always a good sign.
Agreed. For the first time since Chromosome, honestly can't say which suit/class (if any) is OP/FOTM. That's huge.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Sequal's Back
Dead Man's Game
688
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Posted - 2015.07.19 01:11:00 -
[7] - Quote
Adipem Nothi wrote:Talos Vagheitan wrote: But having said that, balance really isn't that bad right now. There is a ton of variety on the battlefield, and that's always a good sign.
Agreed. For the first time since Chromosome, honestly can't say which suit/class (if any) is OP/FOTM. That's huge. Agreed too. I can easily say what's absolute crap, but what is the best.. well.. probably a gal logi with scanners and a RR + a good Amarr/Minmatar assault to protect him. But that's not even a single suit/weapon !
WON'T YOU PLEASE TAKE ME HOME !
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.19 08:21:00 -
[8] - Quote
* Framerate Drops Tell me about it. We really need to get this on a better platform.
* Scrambler Rifle I find this to be true, both qualitatively and quantitatively. I honestly feel like I melt to these faster to anything else, and I'm running armor suits most of the time.
* Active Scans Hard to say personally. I get scanned down by passive and active scans constantly.
* Shared Squad Sight Similar thing, Im mostly blind in my favorite suits so I dont watch the mini radar much, but i cant confirm or deny how powerful this is.
* Armor Modules (Infantry) Which aspects in particular do you have issues with? I'll admit that shields still feel too weak compared to armor, but I'm not sure if that means armor is necessarily OP.
* Large Blaster Turrets Can be pretty nasty, I like the DPS they do in a vehicle battle but the range still makes them pretty damn powerful. Do you think its the range that makes them OP?
* Armor Hardeners I still maintain that the lack of active armor reps are the primary suspect, but as Breakin' has calced out, the Armor Hardeners could be toned down to 30-35%
Underpowered * Active Scan WP This is kind of a tough one, I mean the potential for WPs is very high, but the effective gain is pretty mediocre. Do you just suggest a increase to the Intel Kill Assist bonus?
* MagSec I think a reasonable decrease in the charge time of this weapon is appropriate. SMGs in general are CQC weapons but the charge time directly works against that. The lower DPS and longer range of Magsec is a reasonable tradeoff given its max range....charge time is likely uneeded, and even if it stays, it should be shorter.
* Ion Pistol This is a tough one. The reduced overheat duration was a nice change, but the gun feels like it needs something....more. Im not sure if its even damage, but more so the mechanics of how it works. Thoughts on improving it?
* Breach Shotgun Needs more range. I'd love to see this be a solid Commando weapon, as their reload bonus works well with the small magazine. But the addition of 1m of range really doesnt make up for all of the downsides the weapon has.
* Sniper Rifles Im not qualified to comment on the state of these.
* Cloak Out of curiosity, what aspect of the cloak are you looking to improve? I think there are a number of things that could happen to improve them, but I'd like to get your specific thoughts on it first since I'm sure you use them more often than I do.
* Pub Payouts Hmmm not so sure about this one. I may be jaded due to my heavy use of cheap suits, but payouts seem in a pretty decent place.
* AM Scout Not qualified to comment on these
* Dropships (?) Not qualified to comment on these
Additionally I'd like to see something done to make the Breach Mass Driver and the Assault Swarm Launcher actually useful. They're pretty much pointless weapons at this point, so something fundamental needs to change in the philosophy behind them.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Vesta Opalus
Ostrakon Agency Gallente Federation
887
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Posted - 2015.07.19 17:43:00 -
[9] - Quote
Adipem Nothi wrote:Overpowered * Framerate Drops * Scrambler Rifle * Active Scans * Shared Squad Sight * Armor Modules (Infantry) * Large Blaster Turrets * Armor Hardeners
Underpowered * Active Scan WP * MagSec * Ion Pistol * Breach Shotgun * Sniper Rifles * Cloak * Pub Payouts * AM Scout * Dropships (?)
^ My two cents.
I'd remove cloak from underpowered and add scrambler pistols and shield tanking in general. Also put repair tools and WP rewards for uplinks and repair tools in overpowered. Also all Commandos/Cal Logi/Cal Assault and maybe Gal Assault in underpowered (though that last one is borderline). |
Adipem Nothi
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11
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Posted - 2015.07.19 17:47:00 -
[10] - Quote
Pokey Dravon wrote: A. OP - Armor Modules (Infantry) Which aspects in particular do you have issues with? I'll admit that shields still feel too weak compared to armor, but I'm not sure if that means armor is necessarily OP.
B. OP - Large Blaster Turrets Can be pretty nasty, I like the DPS they do in a vehicle battle but the range still makes them pretty damn powerful. Do you think its the range that makes them OP?
C. UP - Active Scan WP This is kind of a tough one, I mean the potential for WPs is very high, but the effective gain is pretty mediocre. Do you just suggest a increase to the Intel Kill Assist bonus?
D. UP- Ion Pistol This is a tough one. The reduced overheat duration was a nice change, but the gun feels like it needs something....more. Im not sure if its even damage, but more so the mechanics of how it works. Thoughts on improving it?
E. UP - Cloak Out of curiosity, what aspect of the cloak are you looking to improve? I think there are a number of things that could happen to improve them, but I'd like to get your specific thoughts on it first since I'm sure you use them more often than I do.
* Additionally I'd like to see something done to make the Breach Mass Driver and the Assault Swarm Launcher actually useful. They're pretty much pointless weapons at this point, so something fundamental needs to change in the philosophy behind them.
A1. Preface - It is my opinion that loadout variety is a strong indicator of balance, and that a lack thereof is indicative of imbalance. Looking at the usage rates, we see diversity in high-slot module utilization. In essence, high-slot modules other than Shields (namely, precision enhancers, myofibs, damage amps) are seeing sufficiently high levels of usage to make the daily Top 10 every day. By contrast, 9 of the top 10 low-slot modules sold every day are brick-related, and the one non-brick module (KinCats) which makes the list just so happens to offset a penalty to stacking brick. In summary, when we look at daily high-slot module usage, we see balance; when we look at low-slot module usage, we see imbalance.
A2. Response - If we nerfed armor plates or introduced greater drawbacks to stacking them, mercs would be less inclined to stack brick and more inclined to run other things. There's a good chance we'd observe an increase in loadout diversity. If we buffed shields, on the other hand, there's a good chance we'd observe a decrease in loadout diversity as high-slot HP modules would potentially crowd out non-HP modules. In my estimation, a broader problem than Armor v Shield balance is is at play here; that problem is the potential for HP Modules > All Else.
B. Believe them to be simultaneously too good at too many things. If Large Blaster Turrets are not AI, then they shouldn't be so dang efficient at mopping up infantry. If they are AI, then they should perform at significant disadvantage when used as AV. When one loadout type can be all things at once, other loadout types are marginilized; that said, if it is in-fact a design goal for Large Blaster Turrets to be effective in all capacities, then yes, I'd support limiting their range.
C. A merc earns warpoints when his teammates benefit from Uplinks, Hives, Reps, etc. So long as Active Scans are shared team-wide, the same should apply to Active Scanners. Thinking +10WP Recon Assist per painted hostile dropped by teammate; +15WP Recon Assist per painted hostile dropped by squaddie.
D. Defer to its users.
E. Shimmer and/or Decloak Delay. Increasing decloak delay was a necessity, and I backed the change 110%. Was very much pleased to find that it accomplished the intended goal (to fix fire from cloak), but I feel its implementation was rather wonky. The very long delay is triggered on equip/de-equip; if possible, I'd like to see this changed to activate/deactivate. The delay itself is painfully long; I'd recommend iterating delay downward until it feels more seamless and less awkward/cumbersome.
* Completely agree; these slipped my mind. Added Breach Mass Driver and Assault Swarm Launcher to original post.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.19 18:03:00 -
[11] - Quote
Vesta Opalus wrote: I'd remove cloak from underpowered and add scrambler pistols and shield tanking in general. Also put repair tools and WP rewards for uplinks and repair tools in overpowered. .
o/ Vesta
Would you mind elaborating on ScP and Cloak?
* Adding Reptool WP to the list; the WP gaps these things create are pretty extreme. "As good as" is one thing. Thousands more WP than the next guy (plus paycuts for everyone else on the team) is another.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
887
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Posted - 2015.07.19 18:26:00 -
[12] - Quote
Adipem Nothi wrote:Vesta Opalus wrote: I'd remove cloak from underpowered and add scrambler pistols and shield tanking in general. Also put repair tools and WP rewards for uplinks and repair tools in overpowered. .
o/ Vesta Would you mind elaborating on ScP and Cloak? * Adding Reptool WP to the list; the WP gaps these things create are pretty extreme. "As good as" is one thing. Thousands more WP than the next guy plus paycuts for everyone else on the team is another. Especially now that Logis are better able to fight back.
Cloak I think is balanced (though the delay mechanics they introduced to balance it are sort of annoying to deal with). It is meant to make movement more subtle and less easily detected, particularly when you deal with an enemy who is already being engaged. It is not meant to allow you to run up into someone's face and shotgun them the instant you decloak before they have a chance to even realize you are there, which is what some people seem to expect and what it was before a working delay mechanic was introduced.
There are still problems with it, most notably the delay mechanic as implemented is annoying since it works while putting away cloak equipment instead of turning off the cloak like it probably should, also the cloak is notoriously undependable and can be either way too effective or way too ineffective depending on lighting and the color of the terrain you are running around on. If the delay mechanic was reworked a bit and the performance evened out this would be a perfect piece of equipment.
As for the scrambler pistol, there are a number of problems with these things, but it boils down too they are too dependent on headshots (which is essentially luck in this game given the **** hit detection) to be effective sidearms. I've suggested in the past that we improve the body shot damage of these things to a reasonable amount and reduce headshot damage to keep headshots about where they are now. In addition some of the variants (the burst especially) need their performance drastically changed to make them viable (dispersion on most of these tends to jump way out and make accurate shots impossible on most of these pistols, the ADS sights are some of the most abysmal sights Ive ever seen on any firearm, real or imagined, etc). (heres a thread on this weapon line I made in the past).
Also I agree with the Ion pistol being underpowered, I think it needs a longer range (SMG + 10 meters for a start) or maybe some changes to the charge mechanic to make it more viable. Right now it is completely overlapped by the SMG and completely unable to compete with it. (and another thread for the Ion Pistol) |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.19 18:35:00 -
[13] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote: I'd remove cloak from underpowered and add scrambler pistols and shield tanking in general. Also put repair tools and WP rewards for uplinks and repair tools in overpowered. .
o/ Vesta Would you mind elaborating on ScP and Cloak? * Adding Reptool WP to the list; the WP gaps these things create are pretty extreme. "As good as" is one thing. Thousands more WP than the next guy plus paycuts for everyone else on the team is another. Especially now that Logis are better able to fight back. Cloak I think is balanced (though the delay mechanics they introduced to balance it are sort of annoying to deal with). It is meant to make movement more subtle and less easily detected, particularly when you deal with an enemy who is already being engaged. It is not meant to allow you to run up into someone's face and shotgun them the instant you decloak before they have a chance to even realize you are there, which is what some people seem to expect and what it was before a working delay mechanic was introduced. There are still problems with it, most notably the delay mechanic as implemented is annoying since it works while putting away cloak equipment instead of turning off the cloak like it probably should, also the cloak is notoriously undependable and can be either way too effective or way too ineffective depending on lighting and the color of the terrain you are running around on. If the delay mechanic was reworked a bit and the performance evened out this would be a perfect piece of equipment. As for the scrambler pistol, there are a number of problems with these things, but it boils down too they are too dependent on headshots (which is essentially luck in this game given the **** hit detection) to be effective sidearms. I've suggested in the past that we improve the body shot damage of these things to a reasonable amount and reduce headshot damage to keep headshots about where they are now. In addition some of the variants (the burst especially) need their performance drastically changed to make them viable (dispersion on most of these tends to jump way out and make accurate shots impossible on most of these pistols, the ADS sights are some of the most abysmal sights Ive ever seen on any firearm, real or imagined, etc). (heres a thread on this weapon line I made in the past). Also I agree with the Ion pistol being underpowered, I think it needs a longer range (SMG + 10 meters for a start) or maybe some changes to the charge mechanic to make it more viable. Right now it is completely overlapped by the SMG and completely unable to compete with it. (and another thread for the Ion Pistol)
Agreed on all points (also read your ScP post). Adding ScP to UP list.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
889
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Posted - 2015.07.19 20:10:00 -
[14] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote: I'd remove cloak from underpowered and add scrambler pistols and shield tanking in general. Also put repair tools and WP rewards for uplinks and repair tools in overpowered. .
o/ Vesta Would you mind elaborating on ScP and Cloak? * Adding Reptool WP to the list; the WP gaps these things create are pretty extreme. "As good as" is one thing. Thousands more WP than the next guy plus paycuts for everyone else on the team is another. Especially now that Logis are better able to fight back. Cloak I think is balanced (though the delay mechanics they introduced to balance it are sort of annoying to deal with). It is meant to make movement more subtle and less easily detected, particularly when you deal with an enemy who is already being engaged. It is not meant to allow you to run up into someone's face and shotgun them the instant you decloak before they have a chance to even realize you are there, which is what some people seem to expect and what it was before a working delay mechanic was introduced. There are still problems with it, most notably the delay mechanic as implemented is annoying since it works while putting away cloak equipment instead of turning off the cloak like it probably should, also the cloak is notoriously undependable and can be either way too effective or way too ineffective depending on lighting and the color of the terrain you are running around on. If the delay mechanic was reworked a bit and the performance evened out this would be a perfect piece of equipment. As for the scrambler pistol, there are a number of problems with these things, but it boils down too they are too dependent on headshots (which is essentially luck in this game given the **** hit detection) to be effective sidearms. I've suggested in the past that we improve the body shot damage of these things to a reasonable amount and reduce headshot damage to keep headshots about where they are now. In addition some of the variants (the burst especially) need their performance drastically changed to make them viable (dispersion on most of these tends to jump way out and make accurate shots impossible on most of these pistols, the ADS sights are some of the most abysmal sights Ive ever seen on any firearm, real or imagined, etc). (heres a thread on this weapon line I made in the past). Also I agree with the Ion pistol being underpowered, I think it needs a longer range (SMG + 10 meters for a start) or maybe some changes to the charge mechanic to make it more viable. Right now it is completely overlapped by the SMG and completely unable to compete with it. (and another thread for the Ion Pistol) Agreed on all points; also read your ScP post. Adding ScP to UP list. Correct me if I'm wrong, but it sounds like you and I are on the same page in that Cloak could use polish.
Yes, except I dont think the cloak is underpowered. I think you need a third category "broken" for stuff that is essentially balanced but still annoying as **** (such as the bolt pistol and breach rail rifle, which are very close to balanced but annoying to use or fight against for various reasons). |
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11
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Posted - 2015.07.19 20:31:00 -
[15] - Quote
Vesta Opalus wrote: I think you need a third category "broken" for stuff that is essentially balanced but still annoying as **** . Fair enough. Added Category "Wonky".
PS: Breach Rail Rifle?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
890
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Posted - 2015.07.19 20:40:00 -
[16] - Quote
Adipem Nothi wrote:Vesta Opalus wrote: I think you need a third category "broken" for stuff that is essentially balanced but still annoying as **** . Fair enough. Added Category "Wonky". PS: Breach Rail Rifle?
Breach Rail Rifle CQC performance has been nerfed into the ground. Meanwhile its ADS performance is kind of lacking, given that the scrambler rifle outperforms it at all but the most extreme ranges, and the ADS is annoying as hell to use because of how it bounces around and how quickly recoil accumulates. It needs to be made more functional and less jumpy in ADS so its more comfy to use. I would also complain about its range issues vs. the scrambler, but I think the reality there is that we need a tactical rail and combat rifle in the game. |
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11
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Posted - 2015.07.19 20:49:00 -
[17] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote: I think you need a third category "broken" for stuff that is essentially balanced but still annoying as **** . Fair enough. Added Category "Wonky". PS: Breach Rail Rifle? Breach Rail Rifle CQC performance has been nerfed into the ground. Meanwhile its ADS performance is kind of lacking, given that the scrambler rifle outperforms it at all but the most extreme ranges, and the ADS is annoying as hell to use because of how it bounces around and how quickly recoil accumulates. It needs to be made more functional and less jumpy in ADS so its more comfy to use. I would also complain about its range issues vs. the scrambler, but I think the reality there is that we need a tactical rail and combat rifle in the game. I run RRs on roughly 50% of my loadouts; didn't even realize that the Breach Rail Rifle existed. Not trolling; truly curious. Are you possibly talking about Breach Assault Rifle?
As for comparing another rifle's performance against the current scrambler rifle, well, do you think the ScR is an appropriate benchmark?
Shoot scout with yes. - Ripley Riley (for CPM2)
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11
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Posted - 2015.07.19 20:51:00 -
[18] - Quote
Relevant: https://twitter.com/H_ARUBAS/status/621919341630455808
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
894
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Posted - 2015.07.19 21:02:00 -
[19] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote: I think you need a third category "broken" for stuff that is essentially balanced but still annoying as **** . Fair enough. Added Category "Wonky". PS: Breach Rail Rifle? Breach Rail Rifle CQC performance has been nerfed into the ground. Meanwhile its ADS performance is kind of lacking, given that the scrambler rifle outperforms it at all but the most extreme ranges, and the ADS is annoying as hell to use because of how it bounces around and how quickly recoil accumulates. It needs to be made more functional and less jumpy in ADS so its more comfy to use. I would also complain about its range issues vs. the scrambler, but I think the reality there is that we need a tactical rail and combat rifle in the game. I run RRs on roughly 50% of my loadouts; didn't even realize that the Breach Rail Rifle existed. Not trolling; truly curious. Are you possibly talking about Breach Assault Rifle? As for comparing another rifle's performance against the current scrambler rifle, well, do you think the ScR is an appropriate benchmark?
Naaaah, the Breach Rail Rifle = the Rail Rifle, I just include the type sometimes like "Tactical Scrambler Rifle" = Scrambler Rifle.
And I think you're right that comparing anything to the scrambler is going to result in it looking terrible, my opinion of the rail rifle is pretty independent of the scrambler though, its just the only real point of comparison in very long range rifle weaponry.
Basically the rail rifle is very close to balanced but I think its ADS performance needs to be upgraded a bit for it to be where it needs to be. |
Vesta Opalus
Ostrakon Agency Gallente Federation
894
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Posted - 2015.07.19 21:03:00 -
[20] - Quote
I didnt know they ported dust to watercolor! Where can I buy it? |
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.20 15:18:00 -
[21] - Quote
After reading Devadander's post, added Strongboxes to "Wonky" section.
2015.05.07 - 1919 2015.06.12 - 2281 2015.07.17 - 2650
Currently have somewhere between 2600 and 2700 myself, and (as you can see above) this number appears to growing at a rate of ~300 per month. The more active the player, the steeper the growth rate. Notice the 4703 in Saxonmish's recent respec video.
I would suggest slowing the growth rate by increasing the EOM salvage rate of Gold Keys and decreasing the EOM salvage rate of Strongboxes.
Shoot scout with yes. - Ripley Riley (for CPM2)
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zzZaXxx
Second-Nature
757
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Posted - 2015.07.20 19:59:00 -
[22] - Quote
You were close. Allow me to correct you:
OP: *F*cking modded controllers *Core F*cking Locus Grenades *Jump Mods with F*cking Mass Driver BS * Scrambler Rifle (more to do with UP shields) * Active Scans * Gal Logi * Large Blaster Turrets * Repair Tool WP * Rafters on the newer multilevel map
Makes me wonder every day why I still play this game: *Sh*tty frame rate *Gallente LAG Facility
UP: * Loyalty Stores * Shield Recharge Delay * Needles * LAVs * Anything Assault Rifle * Rail Rifle * Active Scan WP * MagSec * Ion Pistol * Scrambler Pistol * Flaylock Pistol * Breach Shotgun * AM Scout * AM Logi * CAL Logi * CAL Assault * CAL Sentinal * Breach Mass Driver * Assault Swarm Launcher * Large Missile Turrets * Events
Needs Polish: * Assault HMG dispersion (less, or higher ROF & less dmg/heat * Forge Gun splash damage (more) * Sniper Rifle Handling * Cloak Handling * Bolt Pistol Magnetism * Pub Payouts * EWAR * Strongboxes * Ambush spawns |
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11
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Posted - 2015.07.20 20:06:00 -
[23] - Quote
zzZaXxx wrote: *Gallente LAG Facility
Good catch!
Shoot scout with yes. - Ripley Riley (for CPM2)
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zzZaXxx
Second-Nature
757
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Posted - 2015.07.20 20:12:00 -
[24] - Quote
Adipem Nothi wrote:zzZaXxx wrote: *Gallente LAG Facility
Good catch! Best map in the game is undead. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.07.20 20:23:00 -
[25] - Quote
* Scrambler Rifle: QQ of the month rather than fotm.
* Active Scans: could use some tweaks.
* Shared Squad Sight: fine as is.
* Armor Modules (Infantry): more caldari QQ. shields need work, rather than armor OP.
* Large Blaster Turrets: needs adjustments and some buffs. only feel OP because hardeners.
* Armor Hardeners: active duration too long, and there should not be any stacked hardneners IMO.
* Repair Tool WP: also fine.
Underpowered * Active Scan WP : not anymore, in PL that's 15 wp per kill for 16 plyers * MagSec: fine as is * Ion Pistol: agreed need a buff * Scrambler Pistol: also fine * Breach Shotgun: needs an overhaul to be worth using. * AM Scout: not really UP just not spec worthy. needs a tweak. * Breach Mass Driver : definitely fine as is * Assault Swarm Launcher: needs work. Not UP but needs to be re thought out * Large Missile Turrets: small buff, just give it the same stats it used to have before the overhaul
Wonky (Needs Polish) * Framerate Drops: yes * Sniper Rifle Handling:yes * Cloak Handling: no * Bolt Pistol Magnetism:yes * Pub Payouts: no * EWAR: abit * Strongboxes: yes
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
vote Tesfa for CPM2
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11
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Posted - 2015.07.20 22:06:00 -
[26] - Quote
Tesfa Alem wrote: * Shared Squad Sight: fine as is.
Many are of the opinion that if we could disable shared squad sight, we should. Why is it that you feel otherwise? Don't plan to argue with you; simply curious.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Sequal's Back
Dead Man's Game
695
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Posted - 2015.07.21 05:51:00 -
[27] - Quote
Pokey Dravon wrote:* Active Scans Hard to say personally. I get scanned down by passive and active scans constantly.
* Shared Squad Sight Similar thing, Im mostly blind in my favorite suits so I dont watch the mini radar much, but i cant confirm or deny how powerful this is. This is much more powerful than you can imagine, it changes a battle to have just 1 scanner in your team. Ridiculously OP IMO. I played many FPS before Dust, and it's the first time I see a wallhack available IG (that's what it is).
WON'T YOU PLEASE TAKE ME HOME !
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.21 06:07:00 -
[28] - Quote
Sequal's Back wrote:Pokey Dravon wrote:* Active Scans Hard to say personally. I get scanned down by passive and active scans constantly.
* Shared Squad Sight Similar thing, Im mostly blind in my favorite suits so I dont watch the mini radar much, but i cant confirm or deny how powerful this is. This is much more powerful than you can imagine, it changes a battle to have just 1 scanner in your team. Ridiculously OP IMO. I played many FPS before Dust, and it's the first time I see a wallhack available IG (that's what it is).
Do you think Active Scanner Falloff would help with this issue?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.07.21 09:03:00 -
[29] - Quote
Adipem Nothi wrote:Tesfa Alem wrote: * Shared Squad Sight: fine as is.
Many are of the opinion that if we could disable shared squad sight, we should. I'm curious; why is it that you feel otherwise?
because it's gives a role for scouts as recon outside of active scans.
very important in sharing Intel that not all players can quite articulate. a lot of guys aren't rainbow six, or have English as a first language. Or mics.
important for me as pilot trying to provide air cover and having an idea where the enemy is engaging buddies. also for nailing equipment in hard to reach places.
With rings of detection, players have to bsay close to the enemy to passively pick them up.
still by outclassed by far by active scans.
my counter questions is why do people want it removed?
is it because it's a squad benifit that solo players don't have? I see it as a minor squads advantage that aids in sha ring Intel, that a solo player can still over come with damps, or with an active scanner. its a non wp bonus to team play.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
vote Tesfa for CPM2
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TheD1CK
Dead Man's Game
2
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Posted - 2015.07.21 11:35:00 -
[30] - Quote
Regarding Scouts and the cloak
Simple enough changes, Scouts without damps are.. dead.. yet only 1/4 Scouts uses them effectively (GA)
- Cloak Skill - add the Scout bonus reduction to cost of cloak field (Scout only) - With the free bonus on Scouts themselves, adding a Dampening bonus/EWAR bonus would help
(A total rework where all Scouts had a racial bonus to Damps/EWAR and NK, then 1 race bonus each, would be nice)
That would be pretty ideal, if all that's ignored you could look at the Cloak, visibility and activation noise, though without effective damps, the red chevron already gave you away, I use cloaks a lot and don't have a major complaint other than Scan Profile.
Arirana made a post about it a while back in much more detail but showed how Scouts could be in a good place with specialist dampening and NK, I think it's correct as right now the balance seems off with the leading suit being Gal and lastly AM, GA(damps) MN(NK) CA(damps) AM(stamina?) something more interesting there would be welcome
Trainwreck forum posting prof.5
Sorry I am too busy to come to the phone right now, I am actually playing the game.
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