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Thread Statistics | Show CCP posts - 14 post(s) |
Devadander
Woodgrain Atari
737
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Posted - 2015.09.25 12:54:00 -
[391] - Quote
Reporting this thread for being a CCP/CPM likefarm.
(Proceeds to like everything they posted)
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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ID G4f
XxAMBUSH FTWxX
10
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Posted - 2015.09.25 12:55:00 -
[392] - Quote
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.
85mil sp and counting
ID's Escrow - trade safe
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Megaman Trigger
OSG Planetary Operations
781
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Posted - 2015.09.25 13:08:00 -
[393] - 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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argel999
T.H.I.R.D R.O.C.K
26
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Posted - 2015.09.25 13:09:00 -
[394] - Quote
My FeedBack: As I said Before, currently you gain around 3 Locus ADV Nades per Basic Nanohive, so we need nerf Nades amount resuplied by each one.
EDIT: Also Check ISK price and CPU/PG requeriments.
...SLAYER...
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
126
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Posted - 2015.09.25 13:41:00 -
[395] - Quote
Asad Thahab-Jabal wrote:XxBlazikenxX wrote:I just completely ignored everything you said after you stated "ADSs are incredibly isk efficient" Which is funny, because he said "was". "ADS was incredibly ISK efficient." Then goes on to say they still might be, but isn't sure. Train reading comprehension V asap. Breakin Stuff wrote:I will gleefully support making the plasma cannon or even a flaylock pistol being so before i will support making a fire and forget lock on weapon "best in class." AV doesn't want it to be "best in class" we want it to "not be absolute dribbleshit". The lock on range reduction on the table is pushing the swarm launchers into that category. Can confirm. I can already hover out of lock range and shoot back in my ads as is. While it's still easy to take me out while my attention is focused on something. Swarms can be op I like all the changes except the range nerf. Forge is garbage as anti air as is I have more fun now than when I could drop 70 kills no problem before the major swarm buff and ads nerf. Not saying swarms don't need a nerf but range seems a bit much unless this assault swarm being made for anti air happens. |
Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
126
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Posted - 2015.09.25 13:47:00 -
[396] - Quote
ID G4f wrote:I honestly think lock on should be removed from swarm launcher; or (a second less disirable option) added to large/small missile turrets. They are supposed to be the same weapon tech, & this was the original idea from what i understand. although i think removing lock on from this game is a far better idea. I also would like to see emplacement turrets treat infantry and vehicles equil. If infantry have to shoot them for the ai to attack back, same should be for vehicles. there is not alot of equality between vehicles and dropsuits, if they are to be equil, let them cost the same & let us deploy in them without a dropsuit, we can't escape death & our losses are on equil ground with dropsuits. No, just no. I fly in my amarr logi and farm dem points and make bank. I do it right. This idea completely removes a part of this game. Stfu and goml |
Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.25 13:56:00 -
[397] - Quote
Moochie Cricket wrote:Adipem Nothi wrote:Cat Merc wrote:Forge skill requirements are overrated. Agreed. Forging is more about managing one's surroundings and ammo supply than precision aiming. I'd encourage anyone who thinks (like I once did) that Forge Gunners have to lead their targets to try the weapon out for themselves. The projectile is far faster than you'd expect it to be. Edit: Note that I'm describing sniping with the "standard' forge gun. The assault variant is more skill intensive when it comes to popping infantry as you have to time your shots; it cannot hold a charge. Watch the video in my signature titled "Caldari" starting at the 2:28 mark and tell me again with a straight face that forge guns do not require any leading of the target. Yes, it did look like you lead the dropship. When I whipped out the forge gun for the first time, I expected to have to lead every target at range like you lead that fastmoving dropship as it zipped across the horizon. I expected the forge gun to be a "skillshot" weapon like the plasma cannon and quickly discovered that this wasn't the case. Where the plasma cannon absolutely and always requires leading a moving target at range, the forge gun does not. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 13:56:00 -
[398] - Quote
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. *Facepalm* Except that when Judge made those comments ADS costs were 2-3x that of current prices. I flew during those times and I couldn't lose a dropship more than once every three games or else I'd be making a loss. ADSs back then absolutely needed a higher KDR to be sustainable - not that that's fair to either side, but that was the reality.
I don't want to go back to those days, but there are still serious issues in V/AV balance, especially regarding Swarms.
Demandred Moores wrote:I stopped reading at double hardened python lmao. Gg What's your point? I primarily use a double hardened fit in Dominations where there is usually 1-2+ AVers present constantly, so that I can actually come into the area without immediately dying. But the point I was making was that even 1v1 a Wiyrkomi can still be dangerous.
A clip of Wiyrkomis with L1 Ammo (2%) and one Complex Damage Mod will do a little shy of 1300 damage to double hardened shields. Add in a Commando (Min or soon to be Cal) bonus and/or more damage mods and a single Wiyrkomi will rip the majority of your shields off. At that point it's either run or kill the Swarmer: a well positioned Swarmer has the advantage in the engagement.
So yeah, what's your point? That one Swarmer isn't a threat? That I'm an idiot? Use your words instead of being a snarky *******.
Alt of Halla Murr. Sentinel.
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NextDark Knight
Hellstorm LLC
863
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Posted - 2015.09.25 13:59:00 -
[399] - Quote
For us "Special People" .. not seeing how the Bolt Pistol is over powered compared to the SMG. Is this from Stats or Feedback?
Also not a Gal supporter at all but a 25% increase would be nice if you can add in some heat build up as well. Wouldn't mind it being a 4% "20%" increase to start off and moved down to 15% if to OP. AR def needs some lovin'
When will we be seeing the Cal and Min commando bonus change oked?
I can't wrap my mind around doing 150% melee damage to tanks. I just can't picture a team of minscouts hunting and kiling tanks.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.25 14:10:00 -
[400] - Quote
Regnier Feros wrote:Sequal's Back wrote:Enough as been said about grenades and I think Rattati noticed that they will be OP af if he releases those numbers.
Now I want to talk about assaults changes.
Cal and Gal are getting a great and needed buff (tho I still don't know if gal is 5% per level or total). Minmatar is also getting a huge shield buff (almost equivalent to the CalAss). But what about the Amarr Assault ? Nothing. Worse ! The ScR is getting seriously over-nerfed ! I swear, no one will ever use an Amarr assault with these changes.
The overheat increase is too much, the kick increase is re-tarded, and the "slowing you when charging" will make the amarr assault even more vulnerable to grenades (which gets a crazy over-buff).
Something I thought you'd have understand is that you dont buff something by nerfing another. The ScR just needs to deal less damage on shields and nothing else. You're simply killing the weapon with those changes. Assault scrambler <3 I want to try the new vanilla scrambler on the mando It's gonna be worse than now, no reason to be excited about it x)
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
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Posted - 2015.09.25 14:16:00 -
[401] - Quote
Soraya Xel wrote:Toobar Zoobar wrote:Soraya Xel wrote:Toobar Zoobar wrote:Why don't you just play ambush all day? It's pretty clear you just hate vehicle's and don't want to interact with them in any way. I literally just proposed nerfing the part of swarms that I've heard the most complaints from vehicle users about, for years. But apparently I just hate vehicle users. Seriously, you know why vehicle users tick me off? If anyone touches their kingdom of OPness, they misrepresent the crud out of everyone until the conversation dies in a fire. "kingdom of OPness". ^This. Arrogance. This is the first update in a long time that is in some way actually helping out the ADS and STILL you have to complain. After all the nerfs the ads has got over the years and the buffs the swarms have got, you still just can't let up for one second. It does come across that you seem to hate the ADS with this unrelenting campaign of yours to relegate pilots to the operators of flying pinyadas. Because the ADS should not get any help. I've seen the numbers, it was nerfed for good reason, and it still wasn't nerfed enough. If you saw what I saw, you would not even question my feedback. It was the K/D wasn't it?
You can't balance something on raw statistics and you sure as hell shouldn't try to balance something if you don't know what the hell you're talking about!
Specialization: Making typo's.
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ID G4f
XxAMBUSH FTWxX
21
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Posted - 2015.09.25 14:38:00 -
[402] - Quote
Demandred Moores wrote:ID G4f wrote:I honestly think lock on should be removed from swarm launcher; or (a second less disirable option) added to large/small missile turrets. They are supposed to be the same weapon tech, & this was the original idea from what i understand. although i think removing lock on from this game is a far better idea. I also would like to see emplacement turrets treat infantry and vehicles equil. If infantry have to shoot them for the ai to attack back, same should be for vehicles. there is not alot of equality between vehicles and dropsuits, if they are to be equil, let them cost the same & let us deploy in them without a dropsuit, we can't escape death & our losses are on equil ground with dropsuits. No, just no. I fly in my amarr logi and farm dem points and make bank. I do it right. This idea completely removes a part of this game. Stfu and goml
Not really since blasters now have splash damage, they can still serve your needs in clearing high ground the same way. Probably will replace missiles completely on the next update for most ads pilots.
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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Genral69 death
RAT PATROL INC.
755
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Posted - 2015.09.25 14:43:00 -
[403] - Quote
RedPencil wrote:Genral69 death wrote:I'm sorry but I really cannot take you seriously. 1) it takes 2-3 hits from a XT small missle launcher to kill most min mando's not 1 2) swarm user are not the easiest to kill as by the time the ads pilot has located you, your second swarm round is closing in. Can you considering how superior of ADS in battle? I'm not even sure wtf that means At least bring a valid argument to the table 1) Fix: 1 hit from ADS and the swarmer ( MOST SWARMER) is doom, but it took more than 3 hits by swarm to chase away ADS Not all swarmer run minmondo, Ask Rat to show the swarmer number if you want to use it as a solid argument. 2) By the time a swarmer fire the first shot, all the enemy in the battle field will coming for him. Dear poor ADS, please open your narrow minded for once. Hopefully, you would see the world from a difference perspective. 1) yes not everyone runs min mando with swarms but id say that's where the majority of swarms come from them. 2)I'm sorry your getting shoot being out in the open :|, why don't you get the high ground like every other min mando with a sl and md 3) calling me narrow minded is not helping your argument, how about you try flying an ads these days
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
155
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Posted - 2015.09.25 14:48:00 -
[404] - Quote
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. You are so painfully ignorant.
That was back when dropships were over 1 Million ISK per fit, and payouts after match were really low.
It took 5-7 matches to pay for a single dropship. |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.25 15:05:00 -
[405] - Quote
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? |
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CCP Rattati
C C P C C P Alliance
26
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Posted - 2015.09.25 15:08:00 -
[406] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:10:00 -
[407] - 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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Balistyc Farshot
MONSTER SYNERGY
404
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Posted - 2015.09.25 15:12:00 -
[408] - Quote
Adipem Nothi wrote:Cat Merc wrote:Forge skill requirements are overrated. Agreed. Forging is more about managing one's surroundings and ammo supply than precision aiming. I'd encourage anyone who thinks (like I once did) that Forge Gunners have to lead their targets to try the weapon out for themselves. The projectile is far faster than you'd expect it to be. Edit: Note that I'm describing sniping with the "standard' forge gun. The assault variant is more skill intensive when it comes to popping infantry as you have to time your shots; it cannot hold a charge.
I had a long rebuttal to this, but I realize you aren't comparing the FG to the sniper rifle, which would have eaten you and your buddy's lunch because you idiots didn't even try moving around if a FG got you. Imagine every time you get FG sniped, if that guy was a Cal Sent with a Charged sniper. Yeah, you would have had some serious butthurt. (Not asking for a sniper nerf!)
This update seems nice except the cal and gal assaults are going to be insane now. I worry my fellow min assaults will be very unhappy with our current bonus to the stupid sidearm ammo (Who runs out of ammo in their sidearm?). Guess, I need to skill into another assault.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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Megaman Trigger
OSG Planetary Operations
783
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Posted - 2015.09.25 15:15:00 -
[409] - 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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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:17:00 -
[410] - 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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Megaman Trigger
OSG Planetary Operations
784
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Posted - 2015.09.25 15:22:00 -
[411] - 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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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:25:00 -
[412] - 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.
"The unexamined life is not worth living."
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.25 15:30:00 -
[413] - Quote
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.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:35:00 -
[414] - 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
"The unexamined life is not worth living."
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Thumb Green
2
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Posted - 2015.09.25 15:44:00 -
[415] - 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. 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.
Trying to bring the slayer logi back.... unsuccessfully so far.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:45:00 -
[416] - 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
"The unexamined life is not worth living."
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.25 15:46:00 -
[417] - Quote
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 Trends http://i.imgur.com/YBtLizZ.png
Unaddressed Imbalance OP - Active Scans / GA Logi UP - EWAR-oriented Scouts
New Imbalance OP - Dual Tanked GA Assault OP - Damage Amp'd GA Assault OP - Dual Tanked CA Assault OP - Dropships UP - Swarms UP - Bolt Pistol UP - ScR |
DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.25 15:47:00 -
[418] - Quote
The bolt pistol gets a rod reduction... Won't that lower dps and displace it on the curve? So doesn't rattati need to slightly raise damage or something to compensate? |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:49:00 -
[419] - 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
"The unexamined life is not worth living."
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Thumb Green
2
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Posted - 2015.09.25 15:49:00 -
[420] - Quote
XxBlazikenxX wrote: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 That's beside the point. The RR is meant to be the king of long range and suck in CQC just as the AR is meant to be the king of CQC and suck at long range. If the RR is king of long range and good in CQC even if just on one suit, then there's no downside and no, the charge up ain't that big of a deal.
Trying to bring the slayer logi back.... unsuccessfully so far.
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