Dear players,
We have been hard at work, and especially our new CPM, diligently running feedback threads and collecting community thoughts. They proposed a "Top Priorities" list, based on that and my own thoughts, we have a new Hotfix planned out. Now is the time to give us good feedback, but again, a lot of it has been sourced already and we are quite happy with the numbers. If you want to know more about the CPM process, just ask them, they are always around.
On top of that I do have my own ideas, and then we had the 23 pages of "Propose one change for the next Hotfix" thread. I actually typed every single idea from that list, and gave it a rating. I will need to clean it up and share it, because in its current state, it's rated R or 18.
Now to the changes, found
here:
Shield TankingWe are taking a major step towards a balance between Armor and Shield tanking with this new Hotfix, radically strengthing the shield recharge rates, recharge delays and damage thresholds of Caldari and Minmatar Dropsuits. We also reduced the CPU cost of Shield Regulators by almost 20%t to top it off.
HAV/AV BalanceThere is a logical thread through this that needs to be explained.
We have talked about HAV vs AV balancing for an eternity it seems. The situation is simply
1.Gallente HAVs are very strong due to Hardener/Repair combo
2.Caldari HAVs are not strong enough comparatively
3.Dropships are ok, Caldari need a PG buff (not in this hotfix) but Swarms are too strong
4.Dedicated AV in the form of a Minmando with Swarms or otherwise, can definitely suppress HAVs and area deny Dropships, but rarely destroy vehicles.
So instead of trying to tweak our way out of this, I propose a radical skill-based solution.
Simply increasing the weak spot on HAVs considerably will allow dedicated AV and other vehicles to use positioning, speed and skill to heavily change the outcome of each encounter without having an effect on Dropships.
Secondly, changing the Swarm Launcher profile to be a new Explosive GÇô Missile, and granting the damage bonus to the Caldari Commando, and leaving Minmatar Commandos with Explosive GÇô Explosives (both have a +20% Armor/-20% Shield damage profile.
Thirdly, changing all Explosive Weapons to deal full damage to HAVs, making the Breach Mass Driver a potent AV weapon in the hands of a Minmatar Commando. Same thing for Assault HMGGÇÖs and Nova Knifes.
All this extra damage potential towards HAVs is met with a strong buff for Caldari HAVs in the form of increased recharge rates and decreased recharge delays. The Gallente HAVs are strong enough to deal with it.
Finally, reducing the Swarm Launcher lock-on range, hit impact and turning radius should improve the quality of life of Dropship users, and somewhat for HAVs.
RiflesThe range discrepancy has made it very difficult to align the purpose and behavior of the fully-automatic rifles. They will therefore all be brought considerably closer to each other, with the Gallente Assault Rifle unchanged.
Scrambler Rifle capability to hold a charge and follow up with multiple accurate hip fire shots is too strong. We are increasing the heat cost of the charge, and thereby reducing the number of follow up shots. The difference should be around 4 shots for a fully skilled Amarr Assault, more for non-skilled users. The movement speed while holding the charge is also reduced by 20%, similar to the Forge Gun.
The Assault Scrambler Rifle is also a little too strong, especially against shields, and we will just increase the heat a little to bring the damage output down to where the other rifles are on the curve.
The Gallente Assault Rifle family is fairly underpowered to the rest of them, not statistically per se, but due to other Assault Dropsuits having better Skill bonuses. ThatGÇÖs why we are introducing a very strong bonus into the form of a ROF bonus for Gallente Assault Dropsuits. Players have been clamoring for a better Caldari bonus as well, and that is being added as a Kick/Recoil reduction for Rail Rifles.
Other WeaponsBreach Shotguns get a Clip and Ammo Buff, as do Burst Scrambler Pistols. Bolt Pistol ROF is reduced but Assault SMGs, Assault Scramblers and Scrambler Pistols get a ROF buff. MagSec gets a healthy damage buff and a charge time reduction. Small Blaster given a robust Splash radius buff to help with Anti Infantry work, especially from the skies, but also from HAVs/LAVs.
Locus Grenade damage progression made Standard and Advanced grenades fairly useless, so we are going to have the same damage for all tiears, with increasing radius per tier. We are also fixing the Packed Locus and buffing the Fused Grenades considerably.
ModulesWe wanted to improve the Biotics family so are reducing the PG cost of the KinCats, buffing the Cardiac Regulator. We normalized the Myofib damage bonus but increased base Melee damage on all dropsuits to make up for it.
ThatGÇÖs it for now, go ahead and comment on these changes, that look like they will stir up the meta quite a lot.