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Thread Statistics | Show CCP posts - 14 post(s) |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.24 17:57:00 -
[1] - Quote
I'll go through each change and provide my feedback. There is a lot and I am really excited to see the meta get shaken up. Mostly good things but there are some things I'm not sure about, and some I don't like.
Trade - nice.
Small blaster - nice for dropships, but I'm disappointed for them on HAVs. Are we supposed to fire at the ground by people's feet. I don't think this will be easy in an HAV, and is quite counter-intuitive/weird. I suspect they will still be pretty rubbish on HAVs.
Breach shotgun buff - I'm very happy to see it finally get buffed. Not the way I would have done it as I feel range and reload speed would make it a more interesting weapon. But happy nonetheless.
Assault SMG - again, happy it's being buffed, but I believe it will have more range and dps than the basic variant, for the cost of only a very small amount of damage per mag and some fitting. A bit OP?
Bolt pistol - ok Magsec - high dps, hope it's not OP Scrambler pistols - nice!
Biotics - generally very happy, especially the kincat PG reductions. Myo PG increase should help reduce Myo+armour stacking.
Regulator CPU - Interesting choice to reduce regulator CPU. It's not a huge change, but I like that it will offset some of the high CPU cost of energisers for people who fit both.
Seems like a rather large nerf to the scrambler. +33% heat build up (is this just on charge shots?) 400% increase in kick and a movement penalty? I hope this won't prove an over-nerf.
Assault variant range nerfs - good for the ARR. Other rifles will still be fine. AScr heat increase - doesn't look like too much.
Cal HAVs - not a tanker but this seems like a much needed change. Very happy about this.
I mostly like the skill changes. Cal Ass bonus -Does the Caldari bonus work on hipfire? The hipfire kick helps balance it at short range. I was also kind of hoping for a spool reduction instead, as the RR 0.6s spool seems long. But this seems good anyway. Gal Ass bonus - I assume this will be +1% per level? +25% rof would be pretty OP I feel. At +5% I think this will be a nice addition and make the Gal Assault + AR pretty scary at shorter ranges, like it should be. Commando swarm skill - I like it. may upset Min Commandos. Depends how good mass drivers become at AV.
Shields - It's nice to have more order to it. Shield mediums and commandos get a needed buff to shield regen. It's nice to see that community feedback was taken into account and armour suit regen and delay won't be buffed as much as originally proposed. It still suffers the problem of buffing some classes significantly more than others though. Which I feel will need to be addressed to maintain balance. This doesn't have to be done with shields though, other areas can be tweaked. BUT We never got to give feedback on depleted delays. This seems pretty silly to me. I guess it's ok on shield suits, though it may encourage more dual tanking. It's nice for sentinels, who need to regen more hp and have lower regen rates. But armour mediums are getting a large buff here. This is going to exacerbate the imbalance being introduced between scouts and mediums.
Scouts are going to need a buff. Rattati has mentioned a cloak buff is on the cards. I guess this never made it in, which is a bit disappointing. If not in this hotfix, I'm hoping for a cloak delay reduction soon. Let's say 50%. Pls Rattati \o/.
HAV weak points - all good. Like it. By melee do you mean knives, or do you actually mean melee?
Swarms vs ADS - like
Melee - fair enough, though commandos currently do 240dmg. And Minmatar scouts currently do 120dmg.
Grenades - Nice, but I hope advanced locus aren't OP.
In the end, I like most of it, even if it's not all exactly how I'd want it done. Will be interesting to see how the meta changes. I hope we won't have to wait long for the inevitable scout buff. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 06:24:00 -
[2] - Quote
Only on page 15, but can I just say that hitting a moving vehicle at range with a forge does take skill. You do have to lead your target, and hitting a dropship is actually quite difficult. Though I would t say it's too difficult, considering the damage you can do. Not easy though. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 06:58:00 -
[3] - Quote
CCP Rattati wrote: 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.
So it's just an increase in hipfire kick? That's good, because the current ads kick is a factor. And I said it's a 400% kick increase, which it is, not a 400% nerf to scramblers in general. But I guess it's not that much since the hipfire kick is low to start with.
I trust your testing, it will be interesting to try out. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 22:48:00 -
[4] - Quote
KDR is not really relevant to balance. There are two goals in a match.
Goal 1 is to win.
Goal 2 is to make isk.
Most matches come down to MCC, rather than clones. In such cases KDR is pretty irrelevant. Kills and warpoints are much more accurate indicators of someone's value in the battle. Though there is no perfect measure for contribution to Goal 1. KDR isn't often one though.
Goal 2 is defined by isk loss vs isk gain. Obviously if your gear costs more, you should die less. Otherwise how does it help you with goal 2?
Risk vs reward means that if your reward is the same (reward being isk, not K/D), your risk should be the same. So you should on average lose the same amount of isk per match. If you gear costs 5 times more you should die 5 times less. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 23:08:00 -
[5] - Quote
Leovarian L Lavitz wrote:Varoth Drac wrote:KDR is not really relevant to balance. There are two goals in a match.
Goal 1 is to win.
Goal 2 is to make isk.
Most matches come down to MCC, rather than clones. In such cases KDR is pretty irrelevant. Kills and warpoints are much more accurate indicators of someone's value in the battle. Though there is no perfect measure for contribution to Goal 1. KDR isn't often one though.
Goal 2 is defined by isk loss vs isk gain. Obviously if your gear costs more, you should die less. Otherwise how does it help you with goal 2?
Risk vs reward means that if your reward is the same (reward being isk, not K/D), your risk should be the same. So you should on average lose the same amount of isk per match. If you gear costs 5 times more you should die 5 times less. Not in new eden. If your gear costs 5 times more, you should only die 20% less. if your gear costs 100x more, you should only die half as much. Isk only gives increments, not leaps. That does seem right actually. But the extra investment should still give you an advantage. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.06 12:57:00 -
[6] - Quote
Stefan Stahl wrote:Is it confirmed now that the SL maneuverability parameter that was tweaked from 90 to 70 [units] and is proposed to be tweaked to 50 in Foxfour is indeed "max rotation [-¦]"?
If so I'll crosscheck this with my simulations in the next few days. Shouldn't be too hard. I still find it a very weird design parameter.
[Edit] Current SLs don't seem to adhere to this: - Lock on to a static LAV. - Launch missiles in the opposite direction. - SL missiles will perform a full 180-¦ turn. - Foxfour design sheet says current maximum rotation is 70-¦.
I won't be able to give any feedback until this is resolved. I assume it's referring to a rotation speed, rather than a max total rotation. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.21 14:52:00 -
[7] - Quote
KEROSIINI-TERO wrote:Echo 1991 wrote:Wow, how does being invisible and unscanable require any form of skill???
Being squishy and easy to kill is the trade-off for having the best ewar, and fastest suits as well as the ability to be invisible The worst is if you can know for sure and count on that you are absolutely unscannable. The balance should be that if both the stealther and scanner both do the extreme sacrifices, the scanner should barely win. It impossible to be completely unscannable.
It is possible to be mostly invisible, save for a slight blurring and the red reticle, for a limited amount of time if you stand still, unarmed. Providing you aren't scanned. Is it easy to use such a state to be effective on the battlefield? Sometimes, yes. Most of the time, no.
And how would knowing for sure you are unscannable make any difference?
Not being scanned is a prerequisite of stealth gameplay. To use stealth you assume you won't be scanned. If you do get scanned, stealth goes out of the window. The chance of being scanned doesn't affect how you play if you are using a suit that relies on stealth. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.21 17:03:00 -
[8] - Quote
Yes, it is possible to hide from active scans, but not all passives.
The lowest possible profile is 11, I believe (Gal scout, 4 comp damps, active proto cloak). This can be scanned by an assault or logi with 3 precision enhancers, a Gal scout with 2, or an Amarr scout with 1. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.21 18:04:00 -
[9] - Quote
Regnier Feros wrote:Varoth Drac wrote:Yes, it is possible to hide from active scans, but not all passives.
The lowest possible profile is 11, I believe (Gal scout, 4 comp damps, active proto cloak). This can be scanned by an assault or logi with 3 precision enhancers, a Gal scout with 2, or an Amarr scout with 1. What? My am scout with 2 Cpx Precs has 18 db ._. My logi/assault with 3 Cpx Precs has 24 db ._. I'm lost :( I'm talking about short range scans. They may not be terribly practical, but I was replying to someone who was talking about being "absolutely unscannable".
It's also worth noting that scout mostly fight at close range. This is backed up by the fact that all PC kills on Rattati's recent stat sheet from scouts were performed using shotguns or knives. There were not enough scout rifle kills to even register on the stats. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.21 18:22:00 -
[10] - Quote
XxBlazikenxX wrote:Varoth Drac wrote:Yes, it is possible to hide from active scans, but not all passives.
The lowest possible profile is 11, I believe (Gal scout, 4 comp damps, active proto cloak). This can be scanned by an assault or logi with 3 precision enhancers, a Gal scout with 2, or an Amarr scout with 1. You can go lower with the Scotsman's gk.0 I don't think so. A Scotsman's minimum profile would still be 11db I think. |
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