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Thread Statistics | Show CCP posts - 14 post(s) |
Aeon Amadi
12
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Posted - 2015.09.24 15:48:00 -
[1] - Quote
Awesome. Now I can finally update my blog xD
Looking forward to reading and responding to comments and super excited to see how shield balancing works out. Can start working on Step Two of Shield Balancing. Unfortunately, all of that will have to wait until after class!
Keep killing, my friends!
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 15:51:00 -
[2] - Quote
Derp.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 19:04:00 -
[3] - Quote
jerrmy12 kahoalii wrote:Aeon Amadi wrote:Awesome. Now I can finally update my blog xD
Looking forward to reading and responding to comments and super excited to see how shield balancing works out. Can start working on Step Two of Shield Balancing. Unfortunately, all of that will have to wait until after class!
Keep killing, my friends! you have school? .......estimated time of release?
Kust got out of school. Eating lunch then heading home and can talk more.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 19:45:00 -
[4] - Quote
Duke Noobiam wrote:As others have done, I'd like to voice my concern on the galente assault bonus.
It seems to me that 5% per level is obviously too much when you consider this will basically translate to a 25% DPS increase. We've seen in the past that much smaller increases to DPS have had huge impacts on balance and weapon viability.
Examples: 1. The ASCR DPS was recently buffed by 15%, it is now acknowledged that the weapon is unbalanced.
2. The 10% damage bonus my Commando gets is very noticeable when compared to using the same weapon with a logi or assault.
Why not make it 2% or 3% per level and evaluate the impact of the change rather than using a number that is glaringly too big and that will require lowering within one week of the release?
S'fair assessment, really. On the one hand the Gallente Assault needs to be the CQC king as far as the Assault line is concerned and it is an interesting way to bring the AR back into viability without directly changing the weapon itself. Based on the stats of Gallente Assault suits with ARRs maybe now we'll finally see them using racial weaponry in their intended environment while the Caldari Assault has much better long-range damage application with the kick reduction.
I am a bit concerned that 25% is too much but it largely depends on context and circumstance because it is easier to hit a target at longer ranges than it is to hit them at close range where target tracking and mobility matter more. On paper, it seems extreme, but in reality there may be a hefty amount of rounds that miss. Applied DPS =/= Paper DPS, after all. However, it is definitely something I want to keep an eye on because there are a lot of areas where CQC is the preferred method.
This also, mind you, infringes very heavily on the HMG Sentinel and I'm concerned that the AR+Gal Assault combo might overshadow it. We'll see what happens there but it is also something I'll be monitoring, personally.
But, yanno, if we have to lower it we have to lower it. No big deal. Guaranteed that I'll be biting someone's heels if it becomes a problem and isn't addressed quickly (I'm looking at you, Uprising 1.7 HAVs)
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 19:47:00 -
[5] - Quote
Bremen van Equis wrote:Soraya Xel wrote:Let me propose a far better swarm fix, Rattati.
- Increase the lockon range to 225-250m. - Reduce the tracking range to more like 250m-275m.
This is both a quality of life improvement for:
- Swarmers can now actually fire at dropships again, without having to try to position themselves directly under the target. - Dropships have a much more reasonable chance of escaping shots they are actively trying to avoid.
You still get the turning radius nerf, which is fine, but we need some operational range we just don't have to make swarms viable. Forge still maintains far superior damage, range, and accuracy. Remember, dear Soraya, with your sweet sculptural logics and werds, that the swarmer is effectively invisible (not rendering) to the DS pilot outside of the new lockon range. Now pilots will be able to see you with your buffed shields on your buffed swarm-dmg calmando around the same time they can actually engage you. Wutz the problem?
Looking forward to seeing what sort of interesting fits come out of the Cal Mando =)
Do they add damage mods for swarm/sniper capability? Do they add shield rechargers for hit-and-run capability? Do they add extenders for better tanking relying on the newly buffed stats?
SO EXCITING :D
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 20:34:00 -
[6] - Quote
Vulpes Dolosus wrote:Locus grenade damage needs to be regulated around old ADV damage, not proto. The problem with Cores wasn't the splash, it was the damage. M8s do respectable damage (last I used them) and I'm worrying that this will just lead to more grenade spam.
Another thing that will be monitored closely, rest assured. If not by anyone else but by me
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 20:35:00 -
[7] - Quote
Kalante Schiffer wrote:im interested in that magsec and caldari buff. The range nerfed seemed unnecessary tho. I would had leaved the weapons as is too see how it played out with the ar buff. but oh well.
Assault variants had their range nerfed to more closely relate to their bullet-hose nature. Lot of Gallente Assauls ran ARR because of the DPS being very close to the AR's despite it having something like 30m longer optimal range.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.24 21:04:00 -
[8] - Quote
Soraya Xel wrote:Point and shoot is easy, man. Forges are basically AV sniper rifles.
Fun fact: I killed an LAV with a Roden Sniper Rifle, once.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.25 00:08:00 -
[9] - Quote
Kalante Schiffer wrote:Aeon Amadi wrote:Kalante Schiffer wrote:im interested in that magsec and caldari buff. The range nerfed seemed unnecessary tho. I would had leaved the weapons as is too see how it played out with the ar buff. but oh well. Assault variants had their range nerfed to more closely relate to their bullet-hose nature. Lot of Gallente Assauls ran ARR because of the DPS being very close to the AR's despite it having something like 30m longer optimal range. What made the ARR on a gall so much better than having it on a caldari suit is due to the fact that you can put damage mods. You had a weapon that could chew a heavy from over 50 meters a way. The duvolle assault rifle was nowhere near as good as the ARR at shooting armor. There was no point in even running the weapons with their respective races. Now with this RoF buff on the assault rifle it might be possible to break away from that. The kick bonus on the caldari seems more of helping hand for people that do not know how to control recoil but whatever. I would of liked it better if it was a recharge reduction bonus and keep the recoil as it's counter nerf just like the RoF has it's own counter nerf with ammo being depleted faster and what not.
Placed in my notes.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.25 00:16:00 -
[10] - Quote
Hilariously gloriously hilarious.
Demandred Moores wrote:Nothing but rats running bons and kalantes in pcI'm calling it now. Rof buff for bons lmfao! Also the change shot on the scr isn't the problem it's the spammed shots what a joke.
Good thing the Gal Assault bonus doesn't apply to Shotguns.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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