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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:26:00 -
[1] - Quote
Mortedeamor wrote:Ydubbs81 RND wrote:Some of the changes appears to be good....I have to wait until it plays out to determine if any is helpful or too much. But am excited to see how the gameplay will change. Because it WILL ABSOLUTELY change......I feel a lot of respecs in the near future. Luckily, for some...we already have it all :) nade spam enjoy that u can throw 20 grenades with adv nanos ..so yeah this is gunna be terrible for a bit until ccp fixes it .... really what they need to do is make it so locus nades cant be resupplied by nanos If you aren't moving when a grenade or multiple grenades are being thrown at you you're an idiot. If you're a heavy that's another thing but any other suit should never stay in one place for more than 3 seconds, which is about the time it takes for a grenade to be thrown.
Plus that also restricts the grenade spammer to only a few meters of space which greatly limits his usefulness to his team.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:27:00 -
[2] - Quote
Ydubbs81 RND wrote:Mortedeamor wrote:Ydubbs81 RND wrote:Some of the changes appears to be good....I have to wait until it plays out to determine if any is helpful or too much. But am excited to see how the gameplay will change. Because it WILL ABSOLUTELY change......I feel a lot of respecs in the near future. Luckily, for some...we already have it all :) nade spam enjoy that u can throw 20 grenades with adv nanos ..so yeah this is gunna be terrible for a bit until ccp fixes it .... really what they need to do is make it so locus nades cant be resupplied by nanos why nade spam? ohh because of the buff to std and adv? People will still use cores, that buff won't be game changing. Yeah I agree with this.
Fluxes are so much more useful anyway.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:31:00 -
[3] - Quote
Mortedeamor wrote:Ydubbs81 RND wrote:Mortedeamor wrote:Ydubbs81 RND wrote:Some of the changes appears to be good....I have to wait until it plays out to determine if any is helpful or too much. But am excited to see how the gameplay will change. Because it WILL ABSOLUTELY change......I feel a lot of respecs in the near future. Luckily, for some...we already have it all :) nade spam enjoy that u can throw 20 grenades with adv nanos ..so yeah this is gunna be terrible for a bit until ccp fixes it .... really what they need to do is make it so locus nades cant be resupplied by nanos why nade spam? ohh because of the buff to std and adv? People will still use cores, that buff won't be game changing. no but now every grenade is going to do 600 damage and you can get 20 from adv nanos .... the nade spam is going to get worse everyone will be doing it now not just scrubs with proto gear Again, nade spammers are useless to your team in 95% of situations.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:32:00 -
[4] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:Ydubbs81 RND wrote:Some of the changes appears to be good....I have to wait until it plays out to determine if any is helpful or too much. But am excited to see how the gameplay will change. Because it WILL ABSOLUTELY change......I feel a lot of respecs in the near future. Luckily, for some...we already have it all :) nade spam enjoy that u can throw 20 grenades with adv nanos ..so yeah this is gunna be terrible for a bit until ccp fixes it .... really what they need to do is make it so locus nades cant be resupplied by nanos If you aren't moving when a grenade or multiple grenades are being thrown at you you're an idiot. If you're a heavy that's another thing but any other suit should never stay in one place for more than 3 seconds, which is about the time it takes for a grenade to be thrown. Plus that also restricts the grenade spammer to only a few meters of space which greatly limits his usefulness to his team. grenade spamming shouldn't be a thing that was the whole point to the nanite consumption change a whole back but then they raised nanos to 6 carried and it brought it back If people want to be limited to 5 meters of space only being able to chuck grenades then let them. I don't see you complaining about mass driver nanohive spamming...
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:36:00 -
[5] - Quote
Bro, I don't even use grenades at all and I'm a min scout so I die to an ADV locus (prebuff) anyway so I can already tell you this is not going to make a negative impact.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:44:00 -
[6] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Soraya Xel wrote:CCP Rattati wrote:please read the whole thing. Overall a massive buff for dedicated AV, both infantry and vehicle. CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Logically, my ability to punt infantry suits with the forge means it's superior to swarms in multiple ways. Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch. The forge has numerous huge improvements over swarms and honestly I can't see that many drawbacks to it. The forge has pinpoint accuracy out to hundreds of metres. This is, far and away, the longest rangest AV option. It is nearly hitscan - the projectile travels without dropoff and very quickly. At times, it's even easier to hit with than swarms are thanks to the many oddities of swarm tracking. Additionally, unlike swarms, this gives the target no time to react. If you whack a dropship in the engine with a damage modded breach forge gun, you will do catastrophic damage. On lesser fits you can OHKO them. With weakpoint sniping (and the forge gun is really the only AV weapon that can reliably pull this off) I wouldn't be surprised to OHKO low tier tanks. Let's just list the benefits and drawbacks of both. 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. -Forge is not the longest ranged AV weapon, swarm launchers track out to 100 meters more than forge guns. -Multiple "useful" variants? Let's admit something here, Breach FG makes you a fish out of water, and the Vanilla FG is inferior to the IAFG in almost every aspect. -Swarms still have higher DPS then any other AV weapon -So what if it's the fastest projectile (and that's still wrong, rail gun on a tank is AV and has a faster projectile) a dropship can still out speed a forge gun shot any day -Don't forget that it takes skill to use a forge gun because it does not have tracking, where on a swarm launcher all you need to do is point, wait a second, and release and repeat. -Who the heck cares about travel time? It goes out to 400 meters and only an ADS with a complex AB can out run that and even then just barely. -Sidearms are just as useful as light weapons if you can use them correctly
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:46:00 -
[7] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote: nade spam enjoy that
u can throw 20 grenades with adv nanos ..so yeah this is gunna be terrible for a bit until ccp fixes it ....
really what they need to do is make it so locus nades cant be resupplied by nanos
If you aren't moving when a grenade or multiple grenades are being thrown at you you're an idiot. If you're a heavy that's another thing but any other suit should never stay in one place for more than 3 seconds, which is about the time it takes for a grenade to be thrown. Plus that also restricts the grenade spammer to only a few meters of space which greatly limits his usefulness to his team. grenade spamming shouldn't be a thing that was the whole point to the nanite consumption change a whole back but then they raised nanos to 6 carried and it brought it back If people want to be limited to 5 meters of space only being able to chuck grenades then let them. I don't see you complaining about mass driver nanohive spamming... mass drivers dont do 600 dmg a shot lol nade spam is far more predominant than md spam and more effective I disagree with you entirely. You can shoot a mass driver far more faster and farther than a locus grenade. You don't have to have be on a nanohive to spam a mass driver (you only need to have one near you) and last time I checked locus nades don't have 100% efficiency against vehicles.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:48:00 -
[8] - Quote
Regnier Feros wrote:Bons + Gal rof bonus............. The ROF bonus only applies to the Assault Rifles
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 17:53:00 -
[9] - Quote
Regnier Feros wrote:XxBlazikenxX wrote:Regnier Feros wrote:Bons + Gal rof bonus............. The ROF bonus only applies to the Assault Rifles hmm So don't worry, no machine gun Bon's shotguns
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:00:00 -
[10] - Quote
Also, when will this be deployed?
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:02:00 -
[11] - Quote
CommanderBolt wrote:I dont even know where to begin!
First off - ******* LOVE YOU MAN FOR MAGSEC AND BURST SCRAM PISTOL BUFFS! <3
A lot of things I had no idea you were going to do and some interesting ideas that are really going to change the meta.
Cautiously optimistic about this hotfix. The meta will swing wildly with this for sure.
Min Scouts will still be min scouts and wreck people so I'm not complaining.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:02:00 -
[12] - Quote
Could you normalize the Assault Submachine gun varients' PG/CPU with the other varients as well?
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:08:00 -
[13] - Quote
Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:11:00 -
[14] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:last i checked i was saying nade spam is an issue i dont give a flying kitten what your opinion on mds is lol
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you.
#dealwithit
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:23:00 -
[15] - Quote
Mortedeamor wrote:XxBlazikenxX wrote:Mortedeamor wrote:XxBlazikenxX wrote:
and holding up the fact that min scout gets popped by all grenades there for nade damage buff has no negative impact is illogical you cant claim something has no impact on everything just because it doesnt impact one thing.
im calling it nade spam qq is the future of dust
No, I'm saying it's not an issue because I never stay in one place for more than a second so grenades are completely irrelavent to me. to you exactly that isnt an argument of any kind nades will be op if you dont have actual counter arguments to what im saying then why are you quoting me lol I'm quoting you because I can quote you. #dealwithit seem like your pointlessly derailing
my guess is despite your statement you probably are one of said people that only know how to throw grenades that tends to be the case whenever a logical statement that would result in someones toy being nerfed is put out..
looks at all the "skilled players" that defended the long range rail rifle when i made threads that it needed nerfed for months ..then guess what ccp nerfed it
i bet ur just defending your tactic
most people i know of think grenades are a problem in fact the suggestion to remove the ability to resupply them with nanos has been around for 2 years cough cough KAZE kinda like the cough cough (vehicle lock) (runs and hides dont ban me ccp i said it VEHICLE LOCK )[/quote] I'm not even skilled into grenades.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 18:48:00 -
[16] - Quote
Regnier Feros wrote:Fox Gaden wrote:I found myself nodding in agreement with the changes several times while reading the original post, particularly on the rifle section.
I am looking forward to trying the Magsec again. The assault scrambler pistol caught my eye Hopefully it will be as useful as in the old days.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 19:44:00 -
[17] - 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 I have no idea how he of all people got on CPM 1.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:00:00 -
[18] - Quote
Soraya Xel wrote:Jakkal Shoobah wrote:Soraya Xel wrote:At 150m lockon, it is functionally impossible to kill a dropship that isn't AFK. Its easy to watch ANy pilot die to two well Cooardinated Av attacks. You shouldn't expect to rek the ds as fast as infantry just because you have a missle launcher on your suit. Its quite ridiculous really. If the pilot ever makes a mistake you can punish him for it. If he evades you by breaking Los , using building cover, and his speed and flight to his advantage then yeah he should be able to do that. This is dropship pilot nonsense. I know dropship pilots are used to being OP, but one class cannot be just "inherently better" than every other. In addition to a dropship's ability to fly, traverse the map in seconds, and also require multiple people "coordinating" to kill you, you're immune to most of the weapons in the game. I'm not even trying to fix how fundamentally broken dropships are as a thing, I just want a weapon that was designed pretty much entirely to kill dropships, to actually be able to hit them. Yeah because it's definetely fair for us to lose a dropship that costs 500k (including your suit) to a suit that costs 5 times less than that.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:11:00 -
[19] - Quote
Derrith Erador wrote:Am I the only guy with popcorn up in this crib? Pilots, assemble for a picnic!! Nahh, I got my chocalate covered pretzels next to me (no joke) so I'm good
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:13:00 -
[20] - Quote
Soraya Xel wrote:Jakkal Shoobah wrote:Why don't you like the changes to turn radius ? The range Nerf I understand , but irs only 25 meters that's nothing.
Why do you want your swarms to lock onto any vehicle you can see? I am fine with the turn radius changes. I need to be able to lock on and hit dropships that are attacking my team. And I probably should at least be partially as capable of doing so as a forge gunner, which has a 300m effective range. (And much higher damage to boot.) So basically you're saying that on certain maps 1 guy will be able to lock down an entire half of the map with a weapon from dropships? Combined with two people you got yourself an OP weapon. That's right, I said OP, because it is. Forge gun takes skill to use, swarm launcher, just look and shoot.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:14:00 -
[21] - Quote
Soraya Xel wrote:XxBlazikenxX wrote:Yeah because it's definetely fair for us to lose a dropship that costs 500k (including your suit) to a suit that costs 5 times less than that. A swarm user will lose at least five dropsuits trying to kill your one dropship once. And STILL FAIL TO KILL YOU. I can say that most times engaging a swarm launcher for more than 2 seconds is a death sentence. So you should change your sentence.
"I will make you run away all five attempts at trying to kill you. And still make you lose 500k isk."
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:15:00 -
[22] - Quote
Alena Ventrallis wrote:The Assault changes, are they replacing the old bonus, or are they in addition to the current ones? In addition, that question was already answered.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:21:00 -
[23] - Quote
Derrith Erador wrote:Alena Ventrallis wrote:The Assault changes, are they replacing the old bonus, or are they in addition to the current ones? If I read it correctly, it will be added onto the bonus. Also, Soraya is going on a rant, and I'm going to watch. I brought popcorn, and Blaziken has chocolate pretzels. You want in? Finally someone who spells my name right!
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 20:44:00 -
[24] - Quote
Soraya Xel wrote:XxBlazikenxX wrote:So basically you're saying that on certain maps 1 guy will be able to lock down an entire half of the map with a weapon from dropships? Combined with two people you got yourself an OP weapon. That's right, I said OP, because it is. Forge gun takes skill to use, swarm launcher, just look and shoot. That's complete nonsense. If anything, aiming swarms requires a lot more skill, as you have to figure out how to get them to arc around buildings to even have a chance at hitting a target. They're way too slow to be effective much of the time. There's tricks like firing to the side, or even behind you, to try and screw with their turning arc to your advantage, but realistically, much of the time your swarms are just going to hit a tower. If you think aiming a swarm launcher is harder than aiming a Forge gun gtfo mofo
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 21:28:00 -
[25] - Quote
Soraya Xel wrote:Tesfa, your entire "refutation" post seems to indicate you didn't read, or couldn't understand, anything that I said. At all. :/ It horrifically misrepresents what I said. Please don't do that. Tell us what he misrepresents? I'd really like to know
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 21:50:00 -
[26] - Quote
STYLIE77 wrote:Arkena Wyrnspire wrote:Jakkal Shoobah wrote: Its easy to watch ANy pilot die to two well Cooardinated Av attacks. You shouldn't expect to rek the ds as fast as infantry just because you have a missle launcher on your suit. Its quite ridiculous really.
Why the devil not? Does being a vehicle user somehow make an individual player somehow more of a person than an infantry player? 'As fast as' an infantry player, sure, that's over the top. But requiring two co-ordinated players to kill one individual is fundamentally unbalanced. And in matches with low player counts, just 2 vehicle pilots will pull 4 players off of OBJECTIVE based gameplay. Such a distraction can be enough to win matches. Glass cannon is the only way to balance vehicles in FPS and one only has to look at any other major triple A online FPS to see that working properly. When you have a 16 vs 16 game that rarely has full teams on each side, allowing so many vehicle spawns at one time is the main balance breaking component aside from the EHP of the vehicles. Either that or these pilots need to be locked into the vehicle if their HP drops below a certain point. That at least would reduce the amount of vehicle spam being used to pad KDR stats to unrealistic Sniper levels... I'll agree with you as soon as we make ADSs cost as much as an advanced suit.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.24 21:54:00 -
[27] - Quote
STYLIE77 wrote:XxBlazikenxX wrote:STYLIE77 wrote:Arkena Wyrnspire wrote:Jakkal Shoobah wrote: Its easy to watch ANy pilot die to two well Cooardinated Av attacks. You shouldn't expect to rek the ds as fast as infantry just because you have a missle launcher on your suit. Its quite ridiculous really.
Why the devil not? Does being a vehicle user somehow make an individual player somehow more of a person than an infantry player? 'As fast as' an infantry player, sure, that's over the top. But requiring two co-ordinated players to kill one individual is fundamentally unbalanced. And in matches with low player counts, just 2 vehicle pilots will pull 4 players off of OBJECTIVE based gameplay. Such a distraction can be enough to win matches. Glass cannon is the only way to balance vehicles in FPS and one only has to look at any other major triple A online FPS to see that working properly. When you have a 16 vs 16 game that rarely has full teams on each side, allowing so many vehicle spawns at one time is the main balance breaking component aside from the EHP of the vehicles. Either that or these pilots need to be locked into the vehicle if their HP drops below a certain point. That at least would reduce the amount of vehicle spam being used to pad KDR stats to unrealistic Sniper levels... I'll agree with you as soon as we make ADSs cost as much as an advanced suit. Proto Dropship ship cost about 150k more than a fully fit dropsuit IMO. You've obviously never flown an ADS before then.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 02:20:00 -
[28] - Quote
Sir Snugglz wrote:"Swarms are too strong"
After years of making this argument is this the first time it has officially been stated by a dev??????????????????
Like seriously, has a dev admitted this before this day?
I believe we have taken the first step to progress. No more in denial.
Btw, what exactly do you mean by turn radius????
we still keeping the sharp 90 degree turns? or is it gonna be more curvey now?
#PILOT The turn radius got nerfed (thank space jesus) to 50 degrees
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 03:23:00 -
[29] - Quote
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. Praise the heavens it's senpai Rattati!!!!
Pl0x notice me senpai
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 03:24:00 -
[30] - Quote
Minty Essence wrote:Goddamit!
>Just started the game a few weeks ago >Go all out on Amarr Assault because Amarr Victor >Just unlocked the Vizam Scrambler Rifle today >See this... Don't worry, it will still be effective at hip fire at least.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 03:27:00 -
[31] - Quote
Minty Essence wrote:XxBlazikenxX wrote:Minty Essence wrote:Goddamit!
>Just started the game a few weeks ago >Go all out on Amarr Assault because Amarr Victor >Just unlocked the Vizam Scrambler Rifle today >See this... Don't worry, it will still be effective at hip fire at least. I hope so, will just make those nasty 1v1 situations much harder as I won't be able to land enough shots to kill without overheating. Think I'll skill up SMGs to get the strong armour damage so I can swap out once the shields are broken. Good idea, lower the targets health as low as possible then spray him a little bit with the smg. Works 90% of the time.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 03:38:00 -
[32] - Quote
I just completely ignored everything you said after you stated "ADSs are incredibly isk efficient"
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 03:44:00 -
[33] - Quote
Soraya, the type of nerf you are suggesting is literally the equivalent of giving logis the health of scouts, making heavies only carry two sidearms, or making so nanohives only replenish one clip.
There's a nerf, and then there's this, you completely want the ADS to be almost unviable in any situation (which it already almost is).
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 04:27:00 -
[34] - Quote
Rattati, quick question, will the 100% nova knife efficiency apply to installations as well? Or only vehicles?
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 04:28:00 -
[35] - Quote
Also, don't the HAVs also have weakspots on the sides too?
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 04:29:00 -
[36] - Quote
One Eyed King wrote:I feel like that is just True's version of pornography. Nah, his would be a picture of the Empress doing something not so nice to a minmatar slave.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 04:38:00 -
[37] - Quote
inb4 Ratman deletes all our posts
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:10:00 -
[38] - 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. Or maybe instead of more range, a larger projectile?
"The unexamined life is not worth living."
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:17:00 -
[39] - Quote
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 unexamined life is not worth living."
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:25:00 -
[40] - Quote
Depends, I find it pretty useful when you are in the line of sight of a sniper or if a scout sneaks up on you.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:35:00 -
[41] - Quote
Tesfa Alem wrote:Soraya Xel wrote:Kallas Hallytyr wrote:Except that Judge wasn't talking about a 50KDR being 'fine', it was that the only way to remain ISK positive was to have a 50KDR (because at the time they cost so much more): it was not that a 50KDR is fine for ADS and for no one else, it was that that was the benchmark for ADS being a self-sustaining role like any other. Also complete bull, because at 50 KDR average, Judge made a killing off every derpship he flew. Most. Profitable. Fit. Ever. Lucky for you soraya, I have Judge as a contact. His life time KD is 2.38. that's pretty freaking far from 50. /Drops mic Ftfy
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:45:00 -
[42] - Quote
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
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:49:00 -
[43] - Quote
Adipem Nothi wrote:Foxfour Feedback
Lots of good going on here. Will limit my feedback to concerns. Swarms - I understand the need to address the Swarm Launcher's oppression of the DS, but in my best estimation, reducing swarm launcher range will create as much imbalance as it remedies. Getting within swarm range of hostile vehicles is already risky business. If you were to filter out Commandos from kill-spawn efficiency tables, I suspect you'd find ample data to support this long-held and routinely reaffirmed observation. Swarmers might have a "fire and forget" weapon but they also have to juggle a number of risk factors which forgers from afar (oft atop roofs and/or behind friendly lines) needn't concern themselves with. Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. If the range reduction is an absolute must (again, a bad idea IMO), I'd propose also reducing lock-on time by half; this way, a swarmer will still be able to get one volley off at a charging LAV. Scrambler Rifle - I've long opined that the ScR was OP and I agree that a nerf to spammability is in order. That said, I'm concerned that the combination of nerfs on the table might be too much. Increasing heat and slowing charge-held movement by 20% seems a solid solution. Adding an increase in kick to the mix may be over the top, though the effect of such small number is hard to gauge without proper field testing. Bolt Pistol - It is my opinion that the Bolt Pistol's problems can be blamed squarely on too much hipfire aim assist. Would've personally proposed and preferred a nerf to non-ADS aim-assist adhesion and magnetism. The RoF nerf seems steep, but this is perhaps another case of "tough to call" without field testing. If spray-and-pray sidearms (i.e. SMGs, new ScPs, new MagSecs) kill more quickly and reliably than skillshot weapons, there will be little (if any) reason to run the skillshot weapons. Shield Changes - I understand that this is a first step in a process toward the ultimate goal of balanced armor-v-shield interplay. I'd ask only that the Devs keep in mind that changes which make the game easier for those with high hitpoint reserves also make the game harder for those without. The effects of slowed TTK are not felt equally. Assault Changes - Very much in favor of the proposed racial bonuses to GA and CA Assault; concerns are limited to implementation and values. Fingers crossed that the Caldari bonus only applies when aiming-down-sights; you might otherwise have a problem with longer range RR and ARR outperforming shorter range rifles at short range. On the topic of short range, I'd suspect RoF bonus of 10% would grant an AR-toting GA Assault an edge in CQC. An RoF bonus of 25% (or even 15%) strikes me as over-the-top. FoxFour Predictions Class Usage / Performance Trendshttp://i.imgur.com/YBtLizZ.pngUnaddressed ImbalanceOP - Active Scans / GA Logi UP - EWAR-oriented Scouts New ImbalanceOP - Dual Tanked GA Assault OP - Damage Amp'd GA Assault OP - Dual Tanked CA Assault OP - Dropships UP - Swarms UP - Bolt Pistol UP - ScR Dropships will not be OP from ONE av weapon being nerfed
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.26 16:04:00 -
[44] - Quote
Templar XIII wrote:Any Info as to wether SKINification is to be continued for Amarr Templar suits (AM-M, AM-H), Dragonfly suits (GA-L, CA-M), MN-M Sever, general Proto Suit SKINs and all other APEX/LP suits (especially the Amarr Seraph golden SKIN) ? And still no info on Amarr heavy (AV or not) weaponry? Rattati, please speak... What you're talking about would come in a patch, not a Hotfix
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:08:00 -
[45] - Quote
Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:15:00 -
[46] - Quote
Dewie Cheecham wrote:XxBlazikenxX wrote:Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf. It's a start, but sadly doesn't fix the hit detection. It's not bit detection, it's kick and dispersion.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:16:00 -
[47] - Quote
Dewie Cheecham wrote:Swarms getting nerfed against ADS'es? ADS'es are already OP as it is. If anything the swarms should get a +25m range buff instead of a nerf. ADS's are a flying coffin. A very expensive flying coffin.
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XxBlazikenxX
Brutor Vanguard Minmatar Republic
2
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Posted - 2015.10.05 21:56:00 -
[48] - Quote
Ralden Caster wrote:Is the only standard contact locus grenade the fused locus, as in the one you can only buy with aurum? No.
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Posted - 2015.10.06 15:09:00 -
[49] - Quote
Toobar Zoobar wrote:@XxBlazikenxX
I challenge you to not 'like' this comment. /Proceeds to like comment
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Posted - 2015.10.06 15:44:00 -
[50] - Quote
Sequal's Back wrote:I hope you did some kind of script to like every comments automatically. If not, it must be pretty easy to do with any HTML parser. Python or PowerShell ones are really easy to use if you haven't coded one yet ;D I like them all manually.
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Posted - 2015.10.06 19:05:00 -
[51] - Quote
Operative 1174 Uuali wrote:Please, please, please make blasters actually hit something on an ADS! Also, I see no reason why swarms should hit my ADS when I come in for a tight loop and they've already fired at me. i.e. how tight a turn should swarms make? My trick flying should count for something to get in and on the back side of a swarmer. They increased the splash radius on small blasters so they should become semiuseable on an ADS
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Posted - 2015.10.07 13:59:00 -
[52] - Quote
Alena Ventrallis wrote:XxBlazikenxX wrote:Operative 1174 Uuali wrote:Please, please, please make blasters actually hit something on an ADS! Also, I see no reason why swarms should hit my ADS when I come in for a tight loop and they've already fired at me. i.e. how tight a turn should swarms make? My trick flying should count for something to get in and on the back side of a swarmer. They increased the splash radius on small blasters so they should become semiuseable on an ADS The problem with blasters is the hit detection is garbage. I don't know if splash radius will fix that, but maybe it will. Hit detection with small rails is a lot worse than blasters.
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Pure Evil. Bleeding Sun Conglomerate
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Posted - 2015.10.07 18:08:00 -
[53] - Quote
True
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Pure Evil. Bleeding Sun Conglomerate
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Posted - 2015.10.08 15:24:00 -
[54] - Quote
Ateroith wrote:So still no 'Quafe' or 'Dren' to be tradeable? Do you mean weapons or skins/suits?
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Posted - 2015.10.08 15:27:00 -
[55] - Quote
Ateroith wrote:XxBlazikenxX wrote:Ateroith wrote:So still no 'Quafe' or 'Dren' to be tradeable? Do you mean weapons or skins/suits? Explain in detail. Which new BPOs are tradeable now? I haven't checked but I believe it is all skins and all standard suits. But not weapons.
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Posted - 2015.10.08 17:09:00 -
[56] - Quote
NextDark Knight wrote:Congrates on the patch.. Might run triple boosters tonight and give it a trial by fire.
Doesn't look like my sentinel got much love but them medium frames.. time to get back into it again. Caldari Sentinel?
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Posted - 2015.10.08 19:55:00 -
[57] - Quote
Mortishai Belmont wrote:Did you guys actually change anything? Because descriptions of the suits and bonuses you said that you were going to change remain the same. So, did you actually change things or just not get around to changing descriptions yet? On the spreadsheet it says that the bonuses would look the same when Foxfour initially launches.
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Posted - 2015.10.08 20:16:00 -
[58] - Quote
Liara Kaiba wrote:MLT Caldari Medium frames have kept their pitiful 15HP/s shield regen. Wanted to try those shield buff but as Gallantean, that's the only suit level I have access nowGǪ Disappointing. join in my corp?
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Posted - 2015.10.09 02:58:00 -
[59] - Quote
Breakin Stuff wrote:XxBlazikenxX wrote:NextDark Knight wrote:Congrates on the patch.. Might run triple boosters tonight and give it a trial by fire.
Doesn't look like my sentinel got much love but them medium frames.. time to get back into it again. Caldari Sentinel? Calsent wasn't buffed at all. Nor was it nerfed. That's why I'm asking...
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Posted - 2015.10.09 13:22:00 -
[60] - Quote
Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably.
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Posted - 2015.10.09 13:39:00 -
[61] - Quote
Paulus Phen502 wrote:Yeah wasn't the laser rifle suppose to be the support weapon for taking out shields? Does the changes to the SCR maen the Amarr commando is just not worth having along with the gal com and maybe even the minm com(though jumpy commando I guess is a viable role)? That is a problem. The only viable weapons on the Amarr Commando is now the laser rifle and the ascr.
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Posted - 2015.10.11 06:18:00 -
[62] - Quote
jace silencerww wrote:XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. by 2 pg is not considerably. the kin cats pg now are where they should have been from day 1. It is considerable when I am able to now fit better shield mods on my min scout.
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Posted - 2015.10.11 19:24:00 -
[63] - Quote
Get a room
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Posted - 2015.10.11 19:30:00 -
[64] - Quote
postapo wastelander wrote:XxBlazikenxX wrote:Get a room Dont worry boyko, plenty of space for you too XD Now I remember you...
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Posted - 2015.10.12 18:56:00 -
[65] - Quote
Echo 1991 wrote:Basic damage is 260, so without dmg mods it does and with proficiency 842.4 per volley. Assuming no shields, and say 200 reps per second. First swarm hits, takes around 3 seconds to lock and hit. After the initial hit the dropship will almost be at the third rep cycle and only have taken 242.4 damage overall. If was a shorter travel time of say 2 seconds, it would take 442.4 damage per volley
At the end of all that, the dropship will have taken 1327.2 damage. Add the fact that it's gonna take maybe 3-4 seconds to reload and then fire again, you're looking close to 527-727 damage.
If shields are full, the first volley isn't even breaking the shields. Even with the extra 20ish% damage the swarm could have with complex damage mods (assuming 3 of them) and warbarge thing it is highly unlikely that the dropship would be destroyed. Cos for one it would easily get out of there and two, it would take about 4 clips to actually kill the damn thing. That would be assuming the pilot fit his drop ship correctly.
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Posted - 2015.10.13 15:55:00 -
[66] - Quote
idlerowl wrote:Hothix is comming!! It's good . But I have a question , "ARR is not affected Cal-assault reduction bonus ? " Particularly remarkable ADS. It's do not change at all other suits. I want you to give an effect if possible that Cal-assault reduction bonus to ARR . All rail rifles are affected, including Assault Rail Rifles.
Also, the hotfix has already dropped.
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Posted - 2015.10.14 18:32:00 -
[67] - Quote
idlerowl wrote:XxBlazikenxX wrote:idlerowl wrote:Hothix is comming!! It's good . But I have a question , "ARR is not affected Cal-assault reduction bonus ? " Particularly remarkable ADS. It's do not change at all other suits. I want you to give an effect if possible that Cal-assault reduction bonus to ARR . All rail rifles are affected, including Assault Rail Rifles. Also, the hotfix has already dropped. Thanks, I'll try again. No problem.
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Posted - 2015.10.15 21:08:00 -
[68] - Quote
justinsane16 wrote:Why did Minmatar and Caldari Scouts not get the shield recharge time buff? Because CCP hates scouts.
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Posted - 2015.10.15 21:51:00 -
[69] - Quote
justinsane16 wrote:XxBlazikenxX wrote:justinsane16 wrote:Why did Minmatar and Caldari Scouts not get the shield recharge time buff? Because CCP hates scouts. Sometimes I think so too... Their bonus is wasted making cloaks for them only, not actually making the cloaks themselves better. They are so easily killed yet to be efficient they need to at least use advanced, costing 40-50k each, the same as other advanced suits but no less harder to kill than the basic. The cloak(see point above) was made useless by being nerfed several times, First by making it stand out so much that in certain maps and moods, you stand out more by being cloaked than not cloaked. Second, by the delay that been no longer necessary for a very long time, which for some reason still applies even if you are not cloaked and switched to your weapon(or equipment?). Third, by its sheer insanely high cpu and pg cost for a single equipment(even for a scout with full buffs) And now they have been nerfed again relative to nearly all other suits by not getting the bonus other shield suits get, and Galente getting a buff. I simply have to give up on my Min scout now, its simply unplayable and frustrating. You should post your thoughts in The Barborshop
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Posted - 2015.10.16 17:24:00 -
[70] - Quote
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 It is obvious you don't play scout. Scouting requires the most skill of any role, with logis being a close second.
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Posted - 2015.10.16 17:37:00 -
[71] - Quote
Echo 1991 wrote:XxBlazikenxX 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 It is obvious you don't play scout. Scouting requires the most skill of any role, with logis being a close second. No, scouts do not take the most skill. Being undetectable and running around people is not skill, hacking objectives is not a skill. Now unless I've missed something, and please tell me if I have, scouting takes the same amount of skill as almost every other role in the game. Being easier to kill does not mean that it takes more skill to not die, all you have to do is pick your engagements and run when required. I know this because I have done it. I will type a more detailed response to this when I am on a computer, but for now I revert to my original statement.
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Posted - 2015.10.17 02:51:00 -
[72] - Quote
Adipem Nothi wrote:Thanks, Breakin. I stand corrected. Looks like CalScout Depleted Recharge Delay was improved by 1 second. Protofits still has the old values:
Pre-Foxfour CalScout 50 HP/s - Recharge Rate (no change w/foxfour) 3 seconds - Recharge Delay (no change w/foxfour) 4 seconds - Deplete Recharge Delay (1 second buff w/foxfour) What about the Minmatar Scout, I recall that receiving a buff, thought I cannot remember the exact numbers.
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Posted - 2015.10.21 04:18:00 -
[73] - Quote
Shaun Iwairo wrote:Glass cannon then? wtf is a glass straw hat? I'm thinking tinfoil hat.
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Posted - 2015.10.21 04:23:00 -
[74] - Quote
Shaun Iwairo wrote:Who? Me or Blaze? I MUST KNOW FOR SURE! yes
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Posted - 2015.10.21 16:37:00 -
[75] - Quote
Echo 1991 wrote:Varoth Drac wrote: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. it isn't impossible. 3 damps gets you below 15Db on a gal scout and around 17-18db on every other scout. The only suit picking them scouts up is a gal logi with focused scans which lets face it, aren't that great. Hell nerf the gal logi so that the scan is 20% more precise instead of 25% which would mean scouts would only need 2 damps to get under regular proto scans, and 3 makes you unscannable. If the focused scanner then had a fitting adjustment so it isn't a nightmare to fit and slightly more up time this would make it more useful than it is currently. This way you know what is scanning you if you have 2 damps and switching to a suit with 3 damps means invisible. I don't know about you, but even a min scout with 3 complex damps doesn't let you avoid gal logi focused scans. And running 2 damps with 3 low slots really affects your survivability and utility, because when you don't run damps on a scout, the only thing you see is "YOU HAVE BEEN SCANNED"
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
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Posted - 2015.10.21 16:46:00 -
[76] - Quote
Echo 1991 wrote:XxBlazikenxX wrote:Echo 1991 wrote:Varoth Drac wrote:KEROSIINI-TERO wrote:
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. it isn't impossible. 3 damps gets you below 15Db on a gal scout and around 17-18db on every other scout. The only suit picking them scouts up is a gal logi with focused scans which lets face it, aren't that great. Hell nerf the gal logi so that the scan is 20% more precise instead of 25% which would mean scouts would only need 2 damps to get under regular proto scans, and 3 makes you unscannable. If the focused scanner then had a fitting adjustment so it isn't a nightmare to fit and slightly more up time this would make it more useful than it is currently. This way you know what is scanning you if you have 2 damps and switching to a suit with 3 damps means invisible. I don't know about you, but even a min scout with 3 complex damps doesn't let you avoid gal logi focused scans. And running 2 damps with 3 low slots really affects your survivability and utility, because when you don't run damps on a scout, the only thing you see is "YOU HAVE BEEN SCANNED" Which is why I suggest that the Gal Logi receives a small nerf so that it only requires 2 damps to avoid all but the focused scanner. Oh.
I see. Disregard anything I ever said.
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Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
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Posted - 2015.10.21 17:25:00 -
[77] - Quote
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
Director of Pure Evil.
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
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Posted - 2015.10.21 23:09:00 -
[78] - Quote
Varoth Drac wrote: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. With all skills maxed and 5 comp damapeners, I think it is around 9-10.
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