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Thread Statistics | Show CCP posts - 14 post(s) |
Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 00:47:00 -
[481] - Quote
Tesfa Alem wrote:Vulpes Dolosus wrote:Welp, the ADS argument just hit full Tier 7 on the argument pyramid.Quit the name calling and address real issues: -ADS can't mitigate swarm damage through skilled flying (unlike forges) -Swarms take little player-skill to use effectively (unlike forges forges) -Rendering + small, indistinguishable targets assures swarms always get the first hit (unless taken by surprise and a lucky guess from the ADS) -Invisible swarms make retaliation in an ADS impossible and making adjustments in flying space ambiguous. -Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs) -A single swarmer will have trouble killing a properly flown and fitted ADS (aside: this is mainly due to ADS flying away, not inability to damage) -Multiple AV stacks much more effectively than multiple ADSs/ vehicles Etc. If I may, Swarms vs ADS is pretty complex web. Pull one string too hard and its easy for it all to come undone. But I prefer more rational debates than the ad hominem attacks soraya is chucking about left, right, and center. A normal rational, thought process should be demonstrating why 150m rather than 175m spells the end of swarms. The same way normal, rational players demonstrated that the gallente buff of 25% ROF might be too high, so Rattati dropped it down to 15%. Instead a good half of what looked to be a decent hotfix thread has been massively derailed by wild attacks and demands placed on Devs and players alike by one person, who is only armed with a few personal opinons, although contradictory in nature, is still based on a build replaced 12 months ago. Instead of all of this doomsday foretelling of what would happen if swarms lost 25m of lock on range, i would have expected people to revolt about swarms will now miss a hard manuevering, yank and bank dropship. Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.26 00:52:00 -
[482] - Quote
In my expert opinion (lol),
I think the premise of nerfing the scrambler rifles thru it's charge-up shot is wrong. Accordingto empiric experience, the charge is used relatively rarely, and difficult enough to hit. If there can be any data on such a detail, it might prove me wrong.
The scrambler rifles strength lies in: - relatively high damage per shot - ability to rapid fire - all rapid fire shots got to same very small area, with only slight kick upwards.
All those mean that it deals quite a hefty burst of damage in short time. Excellent in close quarters.
If I am not mistaken, it has already been damage to heat -wise better to 'rapid fire only' than to 'charge+rapid fire few'.
Therefore, I predict that these scrambler charged shot nerfs have minimal effect in the scramblers battlefield performance. Ugh. I have spoken.
KERO-TRADER is my official Eve character for Dust trading.
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 00:55:00 -
[483] - Quote
I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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ID G4f
XxAMBUSH FTWxX
28
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Posted - 2015.09.26 00:56:00 -
[484] - Quote
Booby Tuesdays wrote:Tesfa Alem wrote:Vulpes Dolosus wrote:Welp, the ADS argument just hit full Tier 7 on the argument pyramid.Quit the name calling and address real issues: -ADS can't mitigate swarm damage through skilled flying (unlike forges) -Swarms take little player-skill to use effectively (unlike forges forges) -Rendering + small, indistinguishable targets assures swarms always get the first hit (unless taken by surprise and a lucky guess from the ADS) -Invisible swarms make retaliation in an ADS impossible and making adjustments in flying space ambiguous. -Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs) -A single swarmer will have trouble killing a properly flown and fitted ADS (aside: this is mainly due to ADS flying away, not inability to damage) -Multiple AV stacks much more effectively than multiple ADSs/ vehicles Etc. If I may, Swarms vs ADS is pretty complex web. Pull one string too hard and its easy for it all to come undone. But I prefer more rational debates than the ad hominem attacks soraya is chucking about left, right, and center. A normal rational, thought process should be demonstrating why 150m rather than 175m spells the end of swarms. The same way normal, rational players demonstrated that the gallente buff of 25% ROF might be too high, so Rattati dropped it down to 15%. Instead a good half of what looked to be a decent hotfix thread has been massively derailed by wild attacks and demands placed on Devs and players alike by one person, who is only armed with a few personal opinons, although contradictory in nature, is still based on a build replaced 12 months ago. Instead of all of this doomsday foretelling of what would happen if swarms lost 25m of lock on range, i would have expected people to revolt about swarms will now miss a hard manuevering, yank and bank dropship. Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms.
So you think you should be able to stand in perfect safety outside of the battle? dropships aren't engaging at 175 m anyway. And we find out your there by the first swarms hitting us, meaning the second set is in the air. We could really use a lock on warning & maybe allow us to see who is locking on, that would even it up a bit.
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.09.26 00:59:00 -
[485] - Quote
KEROSIINI-TERO wrote:CCP Rattati wrote:
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.
As assume that the sentence "with increasing radius per tier" means that the nades keep their current progressive blast radius, I can say: This is an excellent change and a needed one. Anyone objecting to this should realise even a slight blast radius buff means more practical damage because of the way damage is calcultated to the center of the blast.
Objections to the nades aren't about how it was handled by having progression only affect blast radius, our objection is that everyone and their mother who carries even a basic nade will now have two 600 damage thunder nuggets in their pocket. We figured, (when this idea has been asked for before) that they would normalize damage to around the advanced tier, something like 450 damage.
As it stands with the new changes, even a milita nade will do old core damage.
Which is goddamned bonkers if you ask me.
O.G. Pink Fluffy Bunny
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 01:04:00 -
[486] - Quote
ID G4f wrote: So you think you should be able to stand in perfect safety outside of the battle? dropships aren't engaging at 175 m anyway. And we find out your there by the first swarms hitting us, meaning the second set is in the air. We could really use a lock on warning & maybe allow us to see who is locking on, that would even it up a bit.
Nah, I'm not saying that at all. A forge gunner is way more powerful than a swarmer, and they have now DOUBLE the range of swarms.
Look at all the rational posts (some from Rat man himself) saying that the odds of a swarmer actually taking out a DS pilot were very low. They were area denial. Now that they have to be that much closer to the hot zone, vehicles should have an easier time taking scenic drives.
That's all I'm saying. The last thing I want is easy mode anything.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Echo 1991
Titans of Phoenix Damage LLC
944
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Posted - 2015.09.26 01:08:00 -
[487] - Quote
Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS.
Wanna play eve?
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.26 01:12:00 -
[488] - Quote
Daddrobit wrote:
Objections to the nades aren't about how it was handled by having progression only affect blast radius, our objection is that everyone and their mother who carries even a basic nade will now have two 600 damage thunder nuggets in their pocket. We figured, (when this idea has been asked for before) that they would normalize damage to around the advanced tier, something like 450 damage.
As it stands with the new changes, even a milita nade will do old core damage.
Which is goddamned bonkers if you ask me.
Have you tested the old packed locus nades? On paper, they are beast.
In practice, they often don't even wound.
Blast radius equals to practical damage, I tell you. It's all about damage projection. All having 600 damage should not be a concern.
KERO-TRADER is my official Eve character for Dust trading.
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 01:14:00 -
[489] - Quote
Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.26 01:34:00 -
[490] - Quote
ID G4f wrote:Booby Tuesdays wrote:Tesfa Alem wrote:Vulpes Dolosus wrote:Welp, the ADS argument just hit full Tier 7 on the argument pyramid.Quit the name calling and address real issues: -ADS can't mitigate swarm damage through skilled flying (unlike forges) -Swarms take little player-skill to use effectively (unlike forges forges) -Rendering + small, indistinguishable targets assures swarms always get the first hit (unless taken by surprise and a lucky guess from the ADS) -Invisible swarms make retaliation in an ADS impossible and making adjustments in flying space ambiguous. -Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs) -A single swarmer will have trouble killing a properly flown and fitted ADS (aside: this is mainly due to ADS flying away, not inability to damage) -Multiple AV stacks much more effectively than multiple ADSs/ vehicles Etc. If I may, Swarms vs ADS is pretty complex web. Pull one string too hard and its easy for it all to come undone. But I prefer more rational debates than the ad hominem attacks soraya is chucking about left, right, and center. A normal rational, thought process should be demonstrating why 150m rather than 175m spells the end of swarms. The same way normal, rational players demonstrated that the gallente buff of 25% ROF might be too high, so Rattati dropped it down to 15%. Instead a good half of what looked to be a decent hotfix thread has been massively derailed by wild attacks and demands placed on Devs and players alike by one person, who is only armed with a few personal opinons, although contradictory in nature, is still based on a build replaced 12 months ago. Instead of all of this doomsday foretelling of what would happen if swarms lost 25m of lock on range, i would have expected people to revolt about swarms will now miss a hard manuevering, yank and bank dropship. Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms. So you think you should be able to stand in perfect safety outside of the battle? dropships aren't engaging at 175 m anyway. And we find out your there by the first swarms hitting us, meaning the second set is in the air. We could really use a lock on warning & maybe allow us to see who is locking on, that would even it up a bit. i made a lock on warning thread three years ago and ive never flown a durpship
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 01:53:00 -
[491] - Quote
Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. ^ |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.26 01:58:00 -
[492] - Quote
KEROSIINI-TERO wrote: Have you tested the old packed locus nades? On paper, they are beast.
In practice, they often don't even wound.
^ |
Echo 1991
Titans of Phoenix Damage LLC
945
|
Posted - 2015.09.26 02:10:00 -
[493] - Quote
Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap.
Wanna play eve?
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DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.26 02:19:00 -
[494] - Quote
Echo 1991 wrote:Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap.
the armor suit shield values are bs imo. was never expecting that. you could honestly use your shields far more effectively while armor tanking than before, despite the fact that theyll still be able to get reps.
my expectation at this point is to increase the penalty of shield extenders drastically to counter any use of them on armor suits |
Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.09.26 02:20:00 -
[495] - Quote
Vulpes Dolosus wrote:
-Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs)
I need to chime in here: nova knives are not a Caldari weapon. Anymore than the Ishukone Assault SMG is a caldari weapon. It is a Minmatar weapon produced by a Caldari company.
Over thinking, over analyzing separates the body from the mind.
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Echo 1991
Titans of Phoenix Damage LLC
945
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Posted - 2015.09.26 02:23:00 -
[496] - Quote
DeathwindRising wrote:Echo 1991 wrote:Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap. the armor suit shield values are bs imo. was never expecting that. you could honestly use your shields far more effectively while armor tanking than before, despite the fact that theyll still be able to get reps. my expectation at this point is to increase the penalty of shield extenders drastically to counter any use of them on armor suits to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
Wanna play eve?
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.09.26 02:26:00 -
[497] - Quote
KEROSIINI-TERO wrote:Daddrobit wrote:
Objections to the nades aren't about how it was handled by having progression only affect blast radius, our objection is that everyone and their mother who carries even a basic nade will now have two 600 damage thunder nuggets in their pocket. We figured, (when this idea has been asked for before) that they would normalize damage to around the advanced tier, something like 450 damage.
As it stands with the new changes, even a milita nade will do old core damage.
Which is goddamned bonkers if you ask me.
Have you tested the old packed locus nades? On paper, they are beast. In practice, they often don't even wound. Blast radius equals to practical damage, I tell you. It's all about damage projection. All having 600 damage should not be a concern.
Ok, but these -don't- have the blast radius of the packed locus they have better. I religiously fit my militia bpo nades on all of my suits and can fairly consistently snag kills with them killing people around corners or on ledges even with just half the damage of the proposed values.
Grenades aren't difficult to use (bar the occasional odd ricochet off of an invisible object) and everyone having access to such a devastating amount of damage for little to nothing is not a good idea.
O.G. Pink Fluffy Bunny
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.26 02:48:00 -
[498] - Quote
Daddrobit wrote:KEROSIINI-TERO wrote:Daddrobit wrote:
Objections to the nades aren't about how it was handled by having progression only affect blast radius, our objection is that everyone and their mother who carries even a basic nade will now have two 600 damage thunder nuggets in their pocket. We figured, (when this idea has been asked for before) that they would normalize damage to around the advanced tier, something like 450 damage.
As it stands with the new changes, even a milita nade will do old core damage.
Which is goddamned bonkers if you ask me.
Have you tested the old packed locus nades? On paper, they are beast. In practice, they often don't even wound. Blast radius equals to practical damage, I tell you. It's all about damage projection. All having 600 damage should not be a concern. Ok, but these -don't- have the blast radius of the packed locus they have better. I religiously fit my militia bpo nades on all of my suits and can fairly consistently snag kills with them killing people around corners or on ledges even with just half the damage of the proposed values. Grenades aren't difficult to use (bar the occasional odd ricochet off of an invisible object) and everyone having access to such a devastating amount of damage for little to nothing is not a good idea. thank you well said kittens sake
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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DeathwindRising
Titans of Phoenix Damage LLC
1
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Posted - 2015.09.26 03:01:00 -
[499] - Quote
Echo 1991 wrote:
to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
not true. because of how they handled the "depleted" delays vs the normal delays. an armor tanking suit would ignore the delay as they do currently, instead focusing on the dpleted delay which has been made shorter than the normal delay.
amarr assaults need only 1 shield regulator to reach minmatar base depleted delays.
gallente assault could use only 1 shield regulator to reach a 2.46 second depleted delay.
the issue is that you benefit more from losing all your shields than trying not to lose them. that seems backwards and biased towards helping armor tankers
without the incentive for keeping your shields from falling below zero, we degrade the value of shield regulators. so id say either to increase the penalty on extenders or buff the bonus on shield regulators' normal delay |
RedBleach LeSanglant
Immortal Guides Learning Alliance
878
|
Posted - 2015.09.26 03:18:00 -
[500] - Quote
I like the majority of this update. Awesome and well done. Please allow me to expand on the small piece I disagree on.
Swarms - I disagree with the distance reduction. Finding that In several battles this week they just hovered out of range and shot at me. I would prefer to introduce the other two changes, of the proposed three, and wait to introduce the distance nerf. Playing an AV Logi... I die alot because the sidearms are more of a decoration than a threat in my hands. The most common situation I face with them is that once the DS is located, even if I saw it spawn in out of range, they are either heading to my position - on a mushroom for example or headed to an elevation I cant reach, the mushroom, while I am running around on the ground. I find that with their speed and the current lock on time I am often only able to fire off 1 volley before they are on top of me, given their speeds. I would estimate that less than half the time (35-40%) I can fire a second before they land/begin opening fire/ or hit afterburners. Most often they press my position and then I die because they got me or an enemy observer did with a 50/50 on me tossing a few nades to destroy the dropship before it lands on my face or the enemy combatant jumps out and shoots me dead.
My experience with swarms right now is that it is very difficult for me to take out an ADS. Scare them off? Maybe, but only if there are two or more of us on the point (go team sidearm!). Or they make it to the destination that is out of my range or blocked by the buildings. If I'm on the ground I am usually a minor threat, and I run only ProSwarms (nothing else is can hurt more than an LAV). That being said I do get credit for destroying some DSs, but it is uncommon that that is because of Alpha damage. Often it is because my Hit or two throws it off balance and the pilot over corrects into a surface. They are hard to control, I certainly respect them for that.
So I can see that a nerf to the force of the Swarms is a smart move if a nerf must be done. And the turn radius reduction is an awesome counter for a good pilot, but a range nerf seems to much in my experience.
2. NADES and 600?! That is nearly Vegeta screaming,"over 5,000" because I'm as surprised as he is at the value. APEX suits, and most fittings logi and assault that aren't brick tanked are nearly that amount. If the current idea is that every player has an I win tool for all but a Sentinal is a strange idea to me, IF that is the vision of CCP... But I don't think it is. I think it is just a number pulled from space. My standard logis, and even advanced are right around that mark. Most of them have a combined HP total of just over 500. Sure proto is more, but for the common man and everyone running scouts that OHK damage is outrageous.
Sure I am mowed down in what feels like 2-3 seconds (or less) by the RRs and Scrams and CRs but at least that took my opponent some skill. Just lobbing mini nukes to grab a fee kill or two before the two teams collide in battle and shoot it out is lame and just feels cheap. Locus Cores feels that way now. Just cheap. No fun, no battle, just a fee kill on most suits. But a grenade finisher or a toss that just softens up the enemy is cool. It doesn't eliminate TTK and it requires a bit more skill to place to take on a stronger opponent if they are coming at you. And you have to take them on. You have to engage. And taking a little bit of thought at the tactic that must be used - shoot first then grenade or grenade then shoot maybe all head shots - that is good. It builds pressure and ensures that it is not a twitch shooter with a broken weapon (grenade). Knowing that there is never a chance to take out your enemy unless can throw it better or faster just makes it a as lame as a simulation game of toss, or quick draw - and I dont want to play those games.
Standardizing the damage within the range of 300 - 400 would be better in my opinion.
Awesome patch, I'm excited.
The Logi Code. Creator, Believer, Follower
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Bremen van Equis
Incorruptibles
735
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Posted - 2015.09.26 04:03:00 -
[501] - Quote
Keep that QQ about swarms coming, kids. Show those devs just how many players have been leaning on an over performing weapon.
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 05:13:00 -
[502] - Quote
Just stumbled across some interesting, insightful and timely feedback on Swarm v Dropship interplay: https://www.youtube.com/watch?v=on7rbcJRQeI
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 05:36:00 -
[503] - Quote
Echo 1991 wrote:Booby Tuesdays wrote: The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense?
No they aren't. Check your numbers before you talk crap. Old Min Logi: 20 shield recharge per second 5 second recharge delay 6 second depleted delay 6 damage threshold
New Gal Logi 25 shield recharge per second 5 second recharge delay 4 second depleted delay 9 damage threshold
How in any way shape or form am I "talking crap"? Please, enlighten me.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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SgtNoNeck Wasssup
Ancient Exiles. Bleeding Sun Conglomerate
408
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Posted - 2015.09.26 06:02:00 -
[504] - Quote
Soo when is my min assault getting its second bonus hmm?? |
Samantha Hunyz
Mannar Focused Warfare Gallente Federation
200
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Posted - 2015.09.26 06:41:00 -
[505] - Quote
Well I'm disappointed. I do recall seeing and participating in CPM request for sniper rifle issues, yet I see no fix for the SR mentioned in this thread.
I guess with the calmando now FOTM AV, I can dust those suits off and become fulltime AV.
Better yet, I'll just do the sane thing and stop playing yet once again.
When I look down my scope, all I see are dead people.
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FireBirdStar
Dead Man's Game
48
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Posted - 2015.09.26 07:09:00 -
[506] - Quote
Quafe Weapons Not tradeable. ......... Ratman plz
Born Gallente, Pure Caldari
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Thaddeus Reynolds
Facepunch Security
445
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Posted - 2015.09.26 07:28:00 -
[507] - Quote
FireBirdStar wrote:Quafe Weapons Not tradeable. ......... Ratman plz
'Quafe' Weapons might be trade-able...they are Standard Weapons after all
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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FireBirdStar
Dead Man's Game
48
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Posted - 2015.09.26 07:36:00 -
[508] - Quote
Thaddeus Reynolds wrote:FireBirdStar wrote:Quafe Weapons Not tradeable. ......... Ratman plz 'Quafe' Weapons might be trade-able...they are Standard Weapons after all Look Doc he Change it to Std Dropsuit Bpos
Born Gallente, Pure Caldari
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Thaddeus Reynolds
Facepunch Security
445
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Posted - 2015.09.26 07:49:00 -
[509] - Quote
FireBirdStar wrote:Thaddeus Reynolds wrote:FireBirdStar wrote:Quafe Weapons Not tradeable. ......... Ratman plz 'Quafe' Weapons might be trade-able...they are Standard Weapons after all Look Doc he Change it to Std Dropsuit Bpos damn...oh well...maybe eventually?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Echo 1991
Titans of Phoenix Damage LLC
948
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Posted - 2015.09.26 08:15:00 -
[510] - Quote
DeathwindRising wrote:Echo 1991 wrote:
to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
not true. because of how they handled the "depleted" delays vs the normal delays. an armor tanking suit would ignore the delay as they do currently, instead focusing on the dpleted delay which has been made shorter than the normal delay. amarr assaults need only 1 shield regulator to reach minmatar base depleted delays. gallente assault could use only 1 shield regulator to reach a 2.46 second depleted delay. the issue is that you benefit more from losing all your shields than trying not to lose them. that seems backwards and biased towards helping armor tankers without the incentive for keeping your shields from falling below zero, we degrade the value of shield regulators. so id say either to increase the penalty on extenders or buff the bonus on shield regulators' normal delay A reg doesn't lower the delay by 50%, it lowers it by around 40 so Base delay would go to about 3 seconds. This is before taking into account adding adding shield extenders, so in order for an armour suit to get the same delay values as a shield suit it would require 2 regs. Shield tanking an armour suit is not worth it.
Wanna play eve?
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