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Thread Statistics | Show CCP posts - 14 post(s) |
Megaman Trigger
OSG Planetary Operations
768
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Posted - 2015.09.24 20:39:00 -
[1] - Quote
I'll see that and raise you and pair of those claws
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
768
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Posted - 2015.09.24 20:45:00 -
[2] - Quote
Thaddeus Reynolds wrote:Carcharodons! Tyberos will mess you up Part Lightning Claw, part Chainfist, all deadly.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
771
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Posted - 2015.09.24 23:52:00 -
[3] - Quote
Adipem Nothi wrote:Vicious Minotaur wrote: Of course, forge sniping is made a little easier with the standard version that allows you to hold your charge, but even having switched to that version myself, I still miss when I get a red reticule, I still have to lead targets moving horizontally, and I still miss when I engage in close quarters combat.
The standard forge is the only version I sniped infantry with. Found the Breach Forge to be terrible at everything. Found the Assault Forge to be better at dispatching vehicles but far more difficult to snipe infantry with. The biggest issue with the Breach is that it immobilises you. The long charge time is bad enough, but being forced to remain still unless you do the Sentinel Shuffle makes it not worth taking for anything other that smacking circling ADS from long range.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
773
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Posted - 2015.09.25 00:36:00 -
[4] - Quote
exiik Krincevi wrote:Core Locus grenades will no one use anymore. They were so good and expensive, because high damage, but now? Why use something 3x expensive than advance grenades when it has same damage?
Does ppl with grenades lvl 5 get free skill reset? because with this changes, is useless train grenades to lvl5...
Lai Dai Packed AV Grenades.
Seems worth it to me.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
781
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Posted - 2015.09.25 13:08:00 -
[5] - Quote
ID G4f wrote:Devadander wrote:ID G4f wrote:CELESTA AUNGM wrote:CCP Rattati wrote:Gallente HAV Weak Spot [img]http://puu.sh/kniol/05e3be0da6.jpg[/img]
Caldari HAV Weak Spot [img]http://puu.sh/knisv/827ef28d16.jpg[/img] OMG! Was that fuel cell assembly ALWAYS sitting there like that, waving at us and smiling? Or did the devs do some cool redesigning of the vehicle for this Hotfix? This moment may qualify as "new vehicle design", introduced to the game! (...either way, yes I'm glad our Dropships don't have, err um something like THAT stuck up inside our--- --er, I mean, there's no crack between our-- Well, uh, what I'm trying to say is... Gosh, you know what I mean! Having red mercs running around the back of your DS trying to get a round up,-- I mean IN that--- well, it would be mighty uncomfortable for a dropship. ....oh ) It has always there, and has always been a crit damage zone. Apparently the crit damage zone is just getting bigger from what i understand. Dropships weak points are those huge thrusters on the back that rotate. I think... Idk that's where I aim lol Not sure if they are crit zones or not, but it is where i aim as well.
They are the weak point.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
783
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Posted - 2015.09.25 15:15:00 -
[6] - Quote
CCP Rattati wrote:Tebu Gan wrote:Breakin Stuff wrote:
When hell freezes over unless the rate of fire goes up on the forge.
Then we'll talk.
You are just DRIPPING with bias. But like I said a decrease to range would call for a buff in some other area. And it doesn't even have to be all forge guns. Things like the breach or the regular forge gun can keep that range. But the assault variant needs to come down in range. It's already the most powerful of all forge guns with no drawbacks in comparison to the other variants (unable to hold a charge isn't really a draw back from my experience). A reduction to range would make the other variants more appealing (breach get more range for long charge times?). Your standard variant and breach are long range area denial weapons, while the assault would be your short range area denial/destruction variant. Honestly though, in your quest to destroy vehicles, I feel you are neglecting your own bias for the forge gun. My balancing rule of thumb is to gain you must lose. So a weapon should not have long range and high dps. As range increases, dps should go down. This is evident in the breach, but it lacks what it really needs, more range. The assault is like the converse, same range but MORE dps. Why? great questions, the breach should have more range. later topic. Any chance we could lose the immobilisation on the Breach?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
784
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Posted - 2015.09.25 15:22:00 -
[7] - Quote
XxBlazikenxX wrote:Megaman Trigger wrote:CCP Rattati wrote:Tebu Gan wrote:Breakin Stuff wrote:
When hell freezes over unless the rate of fire goes up on the forge.
Then we'll talk.
You are just DRIPPING with bias. But like I said a decrease to range would call for a buff in some other area. And it doesn't even have to be all forge guns. Things like the breach or the regular forge gun can keep that range. But the assault variant needs to come down in range. It's already the most powerful of all forge guns with no drawbacks in comparison to the other variants (unable to hold a charge isn't really a draw back from my experience). A reduction to range would make the other variants more appealing (breach get more range for long charge times?). Your standard variant and breach are long range area denial weapons, while the assault would be your short range area denial/destruction variant. Honestly though, in your quest to destroy vehicles, I feel you are neglecting your own bias for the forge gun. My balancing rule of thumb is to gain you must lose. So a weapon should not have long range and high dps. As range increases, dps should go down. This is evident in the breach, but it lacks what it really needs, more range. The assault is like the converse, same range but MORE dps. Why? great questions, the breach should have more range. later topic. Any chance we could lose the immobilisation on the Breach? Just add myos to your suit and do the bunny hop The Sentinel Shuffle works better without super jump.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
788
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Posted - 2015.09.28 10:57:00 -
[8] - Quote
Demandred Moores wrote:Soraya Xel wrote:CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them. You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless. forges are terrible anti air swarms are way better all I do is ads what are you talking about?
I'd disagree that Forge Guns are terrible anti-air weapons; their range, power and projectile speed make them pretty good at it, they just need to be aimed carefully and the shots timed to hit fast moving DS and ADS. One shot is usually enough to deter an ADS, two shots if they pop a Shield Booster. Even with a Hardener active, ADS don't like sticking around with a good Forger on overwatch.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
790
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Posted - 2015.09.28 16:17:00 -
[9] - Quote
Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
790
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Posted - 2015.09.28 17:19:00 -
[10] - Quote
Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies? Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well. But it would be nice to know the exact threshold number.
With explosives being -20 vs Shields, I'm not sure a MD will stop the regen unless it's a BMD.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
790
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Posted - 2015.09.28 17:24:00 -
[11] - Quote
GENERAL FCF wrote:Interesting proposal. I just spec'ed into proto Gallante Commando and was bummed to hear that the already awesome Assault is getting another buff. The Gallente Commando is ok and gets owned really quick no matter what suit comes it's way. The ROF buff bonus should be on the Commando as well. And since shield tanking is getting a very big boost this update when is the Gallante Sentinel going to have a base rep rate of 10/sec? Compare it to shield tanking and they have many more modules to augment their shield reps not mention a base shield regen rate of 30! Gallante has a laughable 4! That's less than 1/3 the shield... I thought Gallante were supposed to be rep kings? Not just another suit option with little to no incentive. Please fix this too!
Maybe boost it up to 6/s to start and see how that goes. If it's not enough, push a little higher until we find a.comfortable point.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
791
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Posted - 2015.09.28 17:30:00 -
[12] - Quote
CommanderBolt wrote:CCP Rattati wrote:Tebu Gan wrote:Breakin Stuff wrote:
When hell freezes over unless the rate of fire goes up on the forge.
Then we'll talk.
You are just DRIPPING with bias. But like I said a decrease to range would call for a buff in some other area. And it doesn't even have to be all forge guns. Things like the breach or the regular forge gun can keep that range. But the assault variant needs to come down in range. It's already the most powerful of all forge guns with no drawbacks in comparison to the other variants (unable to hold a charge isn't really a draw back from my experience). A reduction to range would make the other variants more appealing (breach get more range for long charge times?). Your standard variant and breach are long range area denial weapons, while the assault would be your short range area denial/destruction variant. Honestly though, in your quest to destroy vehicles, I feel you are neglecting your own bias for the forge gun. My balancing rule of thumb is to gain you must lose. So a weapon should not have long range and high dps. As range increases, dps should go down. This is evident in the breach, but it lacks what it really needs, more range. The assault is like the converse, same range but MORE dps. Why? great questions, the breach should have more range. later topic. Yes! You GOD! Remove or reduce the speed and movement penalty to the Breach forge and give it more range and I will use that thing as my new slaughter device! =D
If the Breach didn't have that immobilisation, it would see a lot more use.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
791
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Posted - 2015.09.28 17:56:00 -
[13] - Quote
Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies? Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well. But it would be nice to know the exact threshold number. With explosives being -20 vs Shields, I'm not sure a MD will stop the regen unless it's a BMD. 264 damage to shields, It most certainly should, considering the large blaster does 195 per shot and still breaks regen with hards up.
Is that the Breach or the Freedom?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
791
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Posted - 2015.09.28 18:11:00 -
[14] - Quote
Tebu Gan wrote:Megaman Trigger wrote: Is that the Breach or the Freedom?
Freedom, according to proto fits. Mind you this is direct impact damage, something you don't often observe using against infantry but will most def see against tanks.
Will certainly be interesting to see how things go.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
792
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Posted - 2015.09.28 20:34:00 -
[15] - Quote
ColdBlooded Max wrote:sorry but all this shield talk think about the cr i can see now ill be running away alot more now because we all know the cr dont do **** to shield and before u say use ur sidearm i am a min logi
Why not use a Flux Grenade?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
794
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Posted - 2015.09.29 13:41:00 -
[16] - Quote
6th of October, I'm guessing, if it's not out today.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
832
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Posted - 2015.10.06 10:53:00 -
[17] - Quote
catsrule wrote:Kevall Longstride 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. We've had assurances from Rattati that the bonus will apply to AR's only. We were obviously concerned about the Bons becoming a machine shotgun gun. Also bare in mind that AR's will now be eating up ammo like candy so the clips will drain much faster. The bonus applies to gal assault not ars Actually it only applies to Assault Rifles when used on a Gallente Assault, it doesn't affect any other weapon.
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Megaman Trigger
OSG Planetary Operations
852
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Posted - 2015.10.09 20:17:00 -
[18] - Quote
Genral69 death wrote:XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. I believe the pg cost went down 2 but somehow it manages to make my suit 2 pg over and no I didn't have myrofibs on there. Also I thought shield extenders where getting smaller cpu/pg , I could of miss read somewhere but I'm sure that was supposes to happen
Regulators got a cost reduction, not Extenders.
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Megaman Trigger
OSG Planetary Operations
852
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Posted - 2015.10.09 20:23:00 -
[19] - Quote
Immortal 3mpire wrote:To make the game balanced there should be a few things done. (mostly to vehicles)
Dropships need damage buff due to HMG doing full damage. they already do crazy damage to drop-ships. (up to 8000 per clip!!!)
or
tank hardeners need to be toned down.
and
torrents (installations)
need to do less damage or no auto aim to vehicles in the area when you are not even shooting them.
Only the Assault HMG does full damage to vehicles.
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Megaman Trigger
OSG Planetary Operations
860
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Posted - 2015.10.16 17:34:00 -
[20] - Quote
justinsane16 wrote:Why did Minmatar and Caldari Scouts not get the shield recharge time buff?
For the same reason CalSents didn't get a buff; they were the baseline for the change. CalScout was at one end and CalSent at the other, everything in between was brought in line with them.
Purifier. First Class.
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