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Thread Statistics | Show CCP posts - 3 post(s) |
P14GU3
WarRavens
1
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Posted - 2015.09.23 23:00:00 -
[121] - Quote
Im ok with damage mods for low slots when armor reps become high slots. Caldari can use both high and low slots for tank, while armor users only get damage mods or precision mods for high slots.
I have an all caldari alt. He is specced into all caldari suits besides the assault iirc. Using hit and run tactics (the way cal are supposed to be played,) I rarely have issues taking on equally skilled opponents 1v1.
The issue with caldari is people want to stand and deliver like its an amarr suit. They see that their RR can obliterate anything from 10-100 meters and figure that they are good within those ranges. When the truth is, cal shouldn't be within 50 meters of any enemy, and should use their speed to their advantage.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Sentinal MK.0 - Masshole in every sense of the word.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.23 23:09:00 -
[122] - Quote
Genral69 death wrote:CCP Rattati wrote:[img]http://i.imgur.com/wIXicea.png[/img] This would be true if flux w worked all the time , half the time they hit the target and only tale a very small amount of there shield off
Fluxes are far, far, far more consistent than core grenades in terms of applying their damage. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.23 23:16:00 -
[123] - Quote
P14GU3 wrote:Im ok with damage mods for low slots when armor reps become high slots. Caldari can use both high and low slots for tank, while armor users only get damage mods or precision mods for high slots.
You say this like its a good thing, but the reality is they HAVE to use their low slots for reasonable shield regen times, this means they dont get to use damps/kincats/cardiacs/etc like armor suits get to use precision/dmg mods/etc. Unless the dropsuit is specifically built to not require low slots for regen (like the cal sentinel/cal scout), you will end up being forced to burn low slots to get regen delays that are mediocre anyway.
P14GU3 wrote:I have an all caldari alt. He is specced into all caldari suits besides the assault iirc. Using hit and run tactics (the way cal are supposed to be played,) I rarely have issues taking on equally skilled opponents 1v1.
Min suits are way better at hit and run tactics, and amarr/gal are better at long distance skirmishing.
P14GU3 wrote:The issue with caldari is people want to stand and deliver like its an amarr suit. They see that their RR can obliterate anything from 10-100 meters and figure that they are good within those ranges. When the truth is, cal shouldn't be within 50 meters of any enemy, and should use their speed to their advantage.
This is not at all the issue with caldari suits, the issue with caldari suits is that their theoretical place in the design of this game completely and utterly breaks down to the reality: that amarr laser weapons with armor tank/regen dominate medium-long range combat, heavies with logi support dominate point defense, and that minmatar suits dominate speedy ambush play. There is no room for Caldari to do anything as the game is set up today. |
BARAGAMOS
Kinsho Swords Caldari State
225
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Posted - 2015.09.23 23:38:00 -
[124] - Quote
Vesta Opalus wrote:P14GU3 wrote:Im ok with damage mods for low slots when armor reps become high slots. Caldari can use both high and low slots for tank, while armor users only get damage mods or precision mods for high slots. You say this like its a good thing, but the reality is they HAVE to use their low slots for reasonable shield regen times, this means they dont get to use damps/kincats/cardiacs/etc like armor suits get to use precision/dmg mods/etc. Unless the dropsuit is specifically built to not require low slots for regen (like the cal sentinel/cal scout), you will end up being forced to burn low slots to get regen delays that are mediocre anyway. P14GU3 wrote:I have an all caldari alt. He is specced into all caldari suits besides the assault iirc. Using hit and run tactics (the way cal are supposed to be played,) I rarely have issues taking on equally skilled opponents 1v1. Min suits are way better at hit and run tactics, and amarr/gal are better at long distance skirmishing. P14GU3 wrote:The issue with caldari is people want to stand and deliver like its an amarr suit. They see that their RR can obliterate anything from 10-100 meters and figure that they are good within those ranges. When the truth is, cal shouldn't be within 50 meters of any enemy, and should use their speed to their advantage. This is not at all the issue with caldari suits, the issue with caldari suits is that their theoretical place in the design of this game completely and utterly breaks down to the reality: that amarr laser weapons with armor tank/regen dominate medium-long range combat, heavies with logi support dominate point defense, and that minmatar suits dominate speedy ambush play. There is no room for Caldari to do anything as the game is set up today.
Agreed. Cal assault just feels weak against any of my other suits. It has no real place to excel. |
P14GU3
WarRavens
1
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Posted - 2015.09.24 00:46:00 -
[125] - Quote
I didnt say that caldari do not need some tweaks Vesta. While true that the min are better at skirmishing, in no way are the amarr/gal better at long range. The only weapon gal have that has an optimal over 40m is the TAR, and the RR and Sniper are far superior to the ScR/laser at long range in general. Only caldari complain about the Laser/Scr because their tank is reliant completely on shields, when no other race is, and lasers have an insane damage profile against them.
As far as regen, you named 2 of the 5 classes of cal that do NOT have issues with regen. The assaults and possibly logis could use a buff to depleted regen. The commando is fine as it is IMO, they are meant to be glass cannons.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Sentinal MK.0 - Masshole in every sense of the word.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.24 01:52:00 -
[126] - Quote
P14GU3 wrote:The only weapon gal have that has an optimal over 40m is the TAR, and the RR and Sniper are far superior to the ScR/laser at long range in general.
This is just laughable. The rail rifle only achieves better damage output over the scrambler at such extreme ranges that it can no longer do any damage at all. Not to mention the absurd handling of the weapon and the charge up makes it poor in general, and its trash in CQC. Comparing it to the scrambler, you get similar range with both rifles, but with the rail rifle you get far less damage, worse handling, worse CQC performance, and a front loaded delay before any DPS can be applied at all contrasting heavily with the option to charge the scrambler which frontloads the DPS output.
Scramblers are way better than the rail rifle. It isnt even a contest. Add to that the laser rifle which outranges everything but the sniper rifle (which is an absolute joke in this game due to its mechanics and damage output), and you get Amarr absolutely dominating long range combat.
P14GU3 wrote:Only caldari complain about the Laser/Scr because their tank is reliant completely on shields, when no other race is, and lasers have an insane damage profile against them.
I have Amarr sentinel/assault/logi, Minmatar assault/logi/sentinel/scout/commando, Caldari scout/commando/sentinel, Gallente assault/scout, which race am I? Do you think I have some racial agenda in this video game or do you think my opinion is that the scrambler is genuinely overpowered? I want all the stuff to be balanced so that I can use it all without feeling like Im a stumbling gimp (caldari assault/commando oh boy!) or stupendously overpowered (amarr assault with scrambler rifle, god mode isnt fun, I dont even know why people spawn in with this ******* fit).
P14GU3 wrote:As far as regen, you named 2 of the 5 classes of cal that do NOT have issues with regen. The assaults and possibly logis could use a buff to depleted regen. The commando is fine as it is IMO, they are meant to be glass cannons.
Scout and Sentinel are fine, assaults and logis need something, I agree there, but the caldari commando is absolute ****, and is easily the worst suit in the game. |
maybe deadcatz
Horizons' Edge No Context
851
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Posted - 2015.09.24 01:58:00 -
[127] - Quote
CCP Rattati wrote:[img]http://i.imgur.com/wIXicea.png[/img]
Glad to see the devs "working" so much on the current issue
Dust 514:Plasma is magic.
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CallMeNoName
PIXXXIE
88
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Posted - 2015.09.24 02:54:00 -
[128] - Quote
This all just seems "pls ccp mak my long rang dropsut as gud as short rang".
Core Nades can't melt Amarr Sentinels.
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VAHZZ
RabbitGang
9
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Posted - 2015.09.24 03:41:00 -
[129] - Quote
The recharge delay needs to be buffed.
The strength needs to be buffed.
Shield too weak. Must strong. Buy Hylian Shield. 999 Rupees.
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
But Jesus lives down the street...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.24 04:28:00 -
[130] - Quote
CallMeNoName wrote:This all just seems "pls ccp mak my long rang dropsut as gud as short rang".
It should be just as good.
At medium ranges where they overlap.
At long ranges the long range suit should be better. At short range it ahould be worse.
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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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.09.24 05:41:00 -
[131] - Quote
P14GU3 wrote:I didnt say that caldari do not need some tweaks Vesta. While true that the min are better at skirmishing, in no way are the amarr/gal better at long range. The only weapon gal have that has an optimal over 40m is the TAR, and the RR and Sniper are far superior to the ScR/laser at long range in general. Only caldari complain about the Laser/Scr because their tank is reliant completely on shields, when no other race is, and lasers have an insane damage profile against them.
As far as regen, you named 2 of the 5 classes of cal that do NOT have issues with regen. The assaults and possibly logis could use a buff to depleted regen. The commando is fine as it is IMO, they are meant to be glass cannons. Glass cannons... That implies that they can achieve rediculous amounts of damage. Sure they can, but an armor suit can do comparably and not be glass. How about making it not glass, the suit is absolute garbage if you try using it as a commando. What is it, a 6 or 7 sec delay with a measly 20-30 hp/sec? Wut?
I am the Anti-FoTM
Fear my Cal Assault and Amarr Scout!
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.24 17:01:00 -
[132] - Quote
P14GU3 wrote:Im ok with damage mods for low slots when armor reps become high slots. Caldari can use both high and low slots for tank, while armor users only get damage mods or precision mods for high slots.
I have an all caldari alt. He is specced into all caldari suits besides the assault iirc. Using hit and run tactics (the way cal are supposed to be played,) I rarely have issues taking on equally skilled opponents 1v1.
The issue with caldari is people want to stand and deliver like its an amarr suit. They see that their RR can obliterate anything from 10-100 meters and figure that they are good within those ranges. When the truth is, cal shouldn't be within 50 meters of any enemy, and should use their speed to their advantage.
Obvious bias here lol.
He said that caldari can use both slots for tank and armor uses only have damage mods for high slots. If that isn't the one of the most ridiculous statements ever......as if shield extenders are prohibited to armor users. Don't forget that armor users have more pg and are better able to fit shield extenders into their fits as well.
You have a caldari alt....lulz...I'm specced into all assaults and their weapons and armor is much more damaging than caldari suits.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.24 17:06:00 -
[133] - Quote
Varoth Drac wrote:BARAGAMOS wrote: Got to agree. The basic shield mechanic feels fine. The Getting melted by Scramblers and CRs really does feel like the issue. There is a reason the kill feed if full of three guns, Carthium/Viziam/Boundless. They are the current OP selection. You would think with all the armor that RRs would be on top of the world. The issue is that those three are so OP for the moment that they get ran over dedicated Armor shredders. I would like to see the threshold increased, but otherwise the regen seems fine. In truth, all I have seen from the options presented so far are basically ways to make the Min suit even more broken. PG/CPU costs are out of line and armor tanking is much more beneficial because you get damage and HPs. Plus with a scrambler you get range. I find myself running a lot more Am suits these days because of it. If I run my cal it just gets melted faster than I can step back into a doorway. The regen does not matter if you are dead in 0.5 seconds. It only matters if you can actually survive an encounter, and right not the armor tankers have time to turn around and melt you before you can even kill them from behind. You take almost a full clip of ARR to kill an Am Assault. They take less than 20% of a clip to do the same to a Cal assault. That's the issue. Not regen rates. I want to survive the first fight. Then I can worry about hiding to regen.
Weapon damage profilesARRs are seem to be the most used weapon by the top slayers. The ARR has the second most damage per mag after the AScR. Combat rifles OP? The fact that nobody seems to be able to agree which weapons are OP or not, let alone what damage profiles things have, suggests concerns about unbalanced weapons are best ignored until Rattati posts the latest kill/spawn or usage data.
Reason why you see a lot of ARR is because most people are using armor suits because they know that armor tanking is better and shield tanking is not viable. Because the moment you don a shield tanking suit, you will get melted because the counter is just too effective.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.24 17:09:00 -
[134] - Quote
Arirana wrote:
- Shield tankers shouldn't have a depleted recharge delay, just a recharge delay. This encourages shield tanking on shield tank suits, while the armor tankers are left with the increased depleted recharge delay penalty for trying to dual tank. This will help shield suits at least recover from getting fluxed faster.
- CPU/PG:HP ratio for shield extenders and ferroscale plates need to be balanced. Currently ferroscales offer more HP, for less CPU/PG cost and no penalty. Not good.
- Damage mods should become both a high slot module and a low slot module. Reasoning is balance, this is the forums logic is irrelevant.
- All HP modules, damage mods, kin cats, and code breakers (essentially most of the really useful modules) are PG heavy, the armor suits have much more PG than the shield suits. This combined with OP armor modules and dmg mods in highs give armor tankers too much of a fitting advantage. Either do something about the modules themselves, or the PG on shield suits.
This man gets it
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.24 17:11:00 -
[135] - Quote
Breakin Stuff wrote:Ydubbs81 RND wrote:
I don't think that you get it still.....I am saying that Caldari suits can not compete with the damage output of the armor suits. I don't necessarily need a nerf to armor. By allowing the damage mods to be in either the low or high slots will allow shield suits to compete. We can restrict it to so that you can only put damage mods in either the high OR the low slots in one fit and not both. I'm not saying that that will solve all of the problems but it would be a major step.
I'm not discussing damage mods in a shield mods thread.
When would you discuss it...in a damage mod thread? There is no reason to make any changes on the damage mods. Not to mention, that the damage mod placement or lack thereof is a direct issue with shield tanking.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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