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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Thaddeus Reynolds
Facepunch Security
425
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Posted - 2015.09.24 10:59:00 -
[1] - Quote
It's almost everything I wanted (but ofc some of what I wanted couldn't be done in a hotfix xD)...and so much more...
Wait...wait...wait...Melee doing full damage vs vehicles...I don't know how I feel about this, but wait, is my powerfist on the Commando getting nerfed?...how can I rip and tear if I can't rip and tear?
New Assault bonuses look awesome...a 25% RoF bonus on Gallente Assaults is going to be...interesting...to say the least, can't wait to see how it plays out
and finally, the Caldari Weapon bonussed on the Caldari Suit...
AND TRADEABLE STD BPOS!
Darth-Carbonite GIO wrote:Are you not entertained?
http://i.imgur.com/GOTk7e0.png
overall looks good...hope my gratuitous overuse of reaction images has brought you some respite from the busy schedule
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
428
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Posted - 2015.09.24 18:32:00 -
[2] - Quote
Kaze Eyrou wrote:jerrmy12 kahoalii wrote:NO U
so, shield stats? i can't view the docs on mobile QAOldNew okRecharge Rate126220 okRecharge Delay43 okDepleted Delay106 OldOldOldNewNewNew QAFactionRoleShield RechargeRecharge DelayThresholdShield RechargeRecharge DelayThreshold okCaldariScout (basic)503650311 okCaldariLogistics (basic)254645311 okCaldariAssault3056403.510 okCaldariCommando (basic)206635410 okCaldariSentinel30463049 okMinmatarScout4046453.510 okMinmatarLogistics2056403.510 okMinmatarAssault25663549 okMinmatarCommando1866304.59 okMinmatarSentinel2046254.58 okGallenteScout30463059 okGallenteLogistics15662559 okGallenteAssault2076205.58 okGallenteCommando15761568 okGallenteSentinel15561067 okAmarrScout3046305.58 okAmarrLogistics1566255.58 okAmarrAssault20762067 okAmarrCommando1576156.57 okAmarrSentinel1556106.56 Depleted DelaysProposed CaldariProposed MatariProposed GallenteProposed Amarr okAllLight Suits3456 okAllMedium Suits2345 okAllHeavy Suits1234
Unfortunately, I'm too lazy to take a screenshot of it (unless someone else wants to do it, my screen is a bit small anyways), and formatting on the forums is pretty bad. But here it is. Kinda wishing there was a [code] tag ability. http://i.imgur.com/AyvqAgn.png
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
432
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Posted - 2015.09.24 19:11:00 -
[3] - Quote
Tebu Gan wrote:Arkena Wyrnspire wrote:
Forge gun:
+ Longest ranged AV option + Has multiple useful variants + Highest alpha damage of all AV + Strong against infantry - there's a reason it's been used as a sniper replacement in the past (and been nerfed for it) + Most accurate AV option - can reliably hit weakpoints + Fastest projectile of all AV - Charge time - Lowered mobility whilst charging - Has to be on a heavy suit (? Does this count as a real combat drawback?)
Swarm launcher:
+ Tracking + Doesn't need to be used on a heavy suit - Short range - Travel time - Completely unable to defend against infantry, rendering a sidearm mandatory - Unreliable on ground targets (e.g. frequently running into walls) - Lock-on time (less than forge gun's charge up time though) - Cannot be pre-charged (unlike the forge gun)
There're probably a couple of points you can scrounge elsewhere, but I don't really think that lineup favours the swarms.
The one thing that has always bugged me about the FG is that range. It's a railgun on a heavy suit that has full up and down directional aiming and able to position itself in far more advantageous positions over a tank it's intended to fight. I would personally like to see the FG get knocked down a peg or two on range. Maybe trade out for more damage but less range. Breakin, where you at fool.
At the same time though, the forge gun has lower magazine, ammo carried, and a slower refire rate than the big railgun turret. Additionally, the platforms the forge gun is deployed on are far more susceptible to small-arms fire than the HAVs/emplacements the Railgun turrets go on. My only problem with the forge gun is how effective it is at sniping...making it effectively a better sniper rifle than the sniper rifle, but this is more an issue with the sniper rifles than with the forge gun itself
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
432
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Posted - 2015.09.24 19:46:00 -
[4] - Quote
Moochie Cricket wrote:Soraya Xel wrote:So in nerfing swarm range YET AGAIN, when it badly needed a buff to be able to hit... anything even remotely airborne.... swarms can now only be used against dropships that are parked. Which you are standing next to? GTFO No...Xel has a point. 150m is just over max-rifle engagement range...it is actually very close (similar ranges to what you can use a laser rifle at). I don't think that the range should have been increased, but I also don't think it needed to be decreased any further (unless invisible swarms returned as an issue).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
433
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Posted - 2015.09.24 19:48:00 -
[5] - Quote
Aeon Amadi wrote: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
Myos for mobility, positioning, and power-fist is probably what I'll run
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
435
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Posted - 2015.09.24 20:42:00 -
[6] - Quote
Carcharodons! Tyberos will mess you up
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
440
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Posted - 2015.09.25 18:01:00 -
[7] - Quote
Vesta Opalus wrote:Bremen van Equis wrote: High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off?
The WP for damage is pretty much broken since the last update, hardeners take the damage down so far that you basically dont do enough damage to trigger WP rewards (though you still get plenty of points killing throw away gorgons and vipers, oh boy). This...combination it seems of regeneration and hardeners...I more only seem to get vehicle damage points if the vehicle fits plates/extenders anymore
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
445
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Posted - 2015.09.26 07:28:00 -
[8] - Quote
FireBirdStar wrote:Quafe Weapons Not tradeable. ......... Ratman plz
'Quafe' Weapons might be trade-able...they are Standard Weapons after all
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
445
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Posted - 2015.09.26 07:49:00 -
[9] - Quote
FireBirdStar wrote:Thaddeus Reynolds wrote:FireBirdStar wrote:Quafe Weapons Not tradeable. ......... Ratman plz 'Quafe' Weapons might be trade-able...they are Standard Weapons after all Look Doc he Change it to Std Dropsuit Bpos damn...oh well...maybe eventually?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
478
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Posted - 2015.10.08 15:22:00 -
[10] - Quote
Regnier Feros wrote:zzZaXxx wrote:My Cal Ass is gonna beast! What are y'all lookin forward to? Non Amarr related QQ I'll just say it for you
Future Patches that may bring about an AV Amarr Weapon...that would certainly be a Laser
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
490
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Posted - 2015.10.12 03:49:00 -
[11] - Quote
CCP Rattati wrote:Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant.
Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
493
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Posted - 2015.10.12 04:28:00 -
[12] - Quote
CCP Rattati wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Stefan Stahl wrote:Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced. It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. would love to have these thoughts spelled out in actual before and after numbers per each swarm variant. Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range? consider everything to be adjustable. I just need to create a different projectile type if we would do a faster one. It is also possible to do one missile per swarm, if that's something interesting.
Spreadsheet Time!
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
495
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Posted - 2015.10.13 02:04:00 -
[13] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Thaddeus Reynolds wrote:CCP Rattati wrote: would love to have these thoughts spelled out in actual before and after numbers per each swarm variant.
Question for theorycrafting...can missile speed and/or flight range be adjusted between variants? or just lock range? consider everything to be adjustable. I just need to create a different projectile type if we would do a faster one. It is also possible to do one missile per swarm, if that's something interesting. Spreadsheet Time! Made a thread to try to centralize discussion/theorycrafting on swarms and variants
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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