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Thread Statistics | Show CCP posts - 14 post(s) |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.24 16:19:00 -
[1] - Quote
CCP Rattati wrote:Jadek Menaheim wrote:Zaria Min Deir wrote:Jadek Menaheim wrote:Correction: It's listed as melee in the excel doc...Rattati? Do you mean I can punch a tank now? I sure hope so, purely for the hilarity that will ensue. Is that why Commando Melee damage is being brought down substantially (from 1230hp to 750-ish)? If you managed your stamina properly for an engagement (and holding a sidearm or equipment) you could hit two times per second = 2460hp DPS. Which I could see adding up quickly against tanks if you managed to stand on top of it (which would prevent your death upon explosion). I may have screwed up the commando melee damage. Can you remind me what the base was.
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DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.25 15:47:00 -
[2] - Quote
The bolt pistol gets a rod reduction... Won't that lower dps and displace it on the curve? So doesn't rattati need to slightly raise damage or something to compensate? |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.25 15:56:00 -
[3] - Quote
Thumb Green wrote:XxBlazikenxX wrote:Thumb Green wrote:CCP Rattati wrote:just clearing up some things
Commando will hit for be 270, after the reduction to melee damage myofibs, should be comparable as before. That was not intended to be reduced.
Gallente Assault ROF bonus only applies to Assault Rifles (the whole family) and is now 3% per level, for a 15% total.
I hear the nade concerns, and we will see how it pans out.
I stand fully by the whole HAV/AV reasoning in the OP. Assault Swarm launchers are still on the table for being an Anti Air platform.
The plan for Melee was to be effective, especially on the Weak Spots but the code for Melee Damage vs Nova Knives is a bit blurred, looking into it. I will also share a few screenshots on the weak spots.
People who complain about Scrambler Hipfire kick going from 0.025 to 0.1 as "OMG 400% nerf" need to play the game. This is intended to stop spam and nothing else. Currently the 0.025 is so little it literally does nothing. There is no kick. After a lot of testing, the number is balanced to be able to charge and then fire calmly. Spamming as fast as you can will overheat within a few shots, but a calm follow up will not. What about the Cassault RR kick reduction, that's only going to be when you aim down sights, right? Otherwise you're not only making it better at mid-long range but CQC as well and the RR shouldn't be better in CQC. It will only be better in CQC on the Cal Assault. The ROF increase will still make the Gallente better at CQC That's beside the point. The RR is meant to be the king of long range and suck in CQC just as the AR is meant to be the king of CQC and suck at long range. If the RR is king of long range and good in CQC even if just on one suit, then there's no downside and no, the charge up ain't that big of a deal.
RR won't be used in cqc. The magsec will be lol. Your concern is misplaced. The new magsec stats are almost perfectly taylored to be paired with the RR so you get the best in both situations |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.25 17:16:00 -
[4] - Quote
Thumb Green wrote:DeathwindRising wrote:
RR won't be used in cqc. The magsec will be lol. Your concern is misplaced. The new magsec stats are almost perfectly taylored to be paired with the RR so you get the best in both situations
Sure it won't. In either case there's no reason for the RR to get a hipfire kick reduction.
it wont because the new magsec will have more dps and a much short charge up
new proto magsec dps = 406.52
current proto RR dps = 397.69
new magsec charge up time = 0.1 seconds
current RR charge up time = 0.45 seconds
theres literally no competitive reason for using a RR in cqc over the new magsec, especially since the magsec already has less kick than the RR
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DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.25 17:56:00 -
[5] - Quote
Thumb Green wrote:DeathwindRising wrote:Thumb Green wrote:DeathwindRising wrote:
RR won't be used in cqc. The magsec will be lol. Your concern is misplaced. The new magsec stats are almost perfectly taylored to be paired with the RR so you get the best in both situations
Sure it won't. In either case there's no reason for the RR to get a hipfire kick reduction. it wont because the new magsec will have more dps and a much short charge up new proto magsec dps = 406.52 current proto RR dps = 397.69 new magsec charge up time = 0.1 seconds current RR charge up time = 0.45 seconds theres literally no competitive reason for using a RR in cqc over the new magsec, especially since the magsec already has less kick than the RR You're problem is you're looking at it as either one or the other, which only applies to 3 of the logi's (edit) which is still irrelevant because this only applies to the Cassault . In the end I don't care whether or not people would try to use it in CQC, there's still no damn reason for the RR's to receive a hipfire kick reduction.
why are you talking about logis?
if you dont care if people will use the RR in cqc or not, why do you care at all?
honestly i use the RR in cqc now just fine. i just had to get used to it. the charge up is the issue for me. a kick reduction is simply a quality of life improvement |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.26 02:19:00 -
[6] - Quote
Echo 1991 wrote:Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap.
the armor suit shield values are bs imo. was never expecting that. you could honestly use your shields far more effectively while armor tanking than before, despite the fact that theyll still be able to get reps.
my expectation at this point is to increase the penalty of shield extenders drastically to counter any use of them on armor suits |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.26 03:01:00 -
[7] - Quote
Echo 1991 wrote:
to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
not true. because of how they handled the "depleted" delays vs the normal delays. an armor tanking suit would ignore the delay as they do currently, instead focusing on the dpleted delay which has been made shorter than the normal delay.
amarr assaults need only 1 shield regulator to reach minmatar base depleted delays.
gallente assault could use only 1 shield regulator to reach a 2.46 second depleted delay.
the issue is that you benefit more from losing all your shields than trying not to lose them. that seems backwards and biased towards helping armor tankers
without the incentive for keeping your shields from falling below zero, we degrade the value of shield regulators. so id say either to increase the penalty on extenders or buff the bonus on shield regulators' normal delay |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.01 10:53:00 -
[8] - Quote
YUUKI TERUMI wrote:Francois Sanchez wrote:A few things worry me :
The gal RoF bonus seems too good, and keep in mind it will buff variants such as the breach and the tactical that don't need a buff. It will also buff shotguns.
Reducing turn radius of swarm is actually a buff, it allows you to shoot around corners. I can't count the number of times a vehicle tried to escape behind something and my swarms turned so quickly they hit the obstacle. With reduced turn radius they'll get around and hit the vehicule.
Range nerf to ACR... Why? It already performs poorly after 50m
Magsec buff is a bit too much, half the damage buff would seem more adapted
I like the rest I agree. Shotguns need to be buffed. Dunno if you play pcs. Last pcs i played were full of bons shotgun users and it was impossible to use a proto shotgun. It will be a lot easier now to kill those officer fags ;) its been said and confirmed MULTIPLE times in this thread that the new gal bonus ONLY applies to ARs |
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