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Thread Statistics | Show CCP posts - 14 post(s) |
Echo 1991
Titans of Phoenix Damage LLC
948
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Posted - 2015.09.26 08:24:00 -
[511] - Quote
Booby Tuesdays wrote: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. Because the min logi is getting buffed to 40hp/s with a 3.5 second delay. The min logi and every other shield suit will still do it better and will still have better shield values than every armour suit in the game. If you honestly think that normalising shield values on suits is gonna make armour suits better you clearly don't understand that armour suits have crap shield Hp to begin with. No one is going to try use 3 complex extenders and then waste 2 lows on an armour suit for regulators, I lose so much Hp its not worth it.
Also comparing the old value of the min logi to the proposed Gal logi isnt really showing a huge buff to the Gal when the min by comparison is getting almost half the recharge rate and double the Hp/s.
Wanna play eve?
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.26 08:41:00 -
[512] - Quote
Adding on to echo's point, if anything g the new GalLogi getting better bonuses then the current MinLogi speaks more to the MinLogi having garbage shields than the GalLogi being OP.
The only issue with the shield stats I see is the armor suits have very short depleted delays, and that sentinels have better delays than scouts. The depleted delays being faster than normal delays should only apply to the Caldari, since they should rely solely on their shields for tank. The rest should have delays longer than their normal delays, with Min having the shortest and Amarr the longest.
Over thinking, over analyzing separates the body from the mind.
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ZED Regent
RabbitGang 13 COILS
446
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Posted - 2015.09.26 08:58:00 -
[513] - 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
I wonder why....
Makes me sad....
eh....eh.... french flies.... eh...eh eh....
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.26 09:05:00 -
[514] - Quote
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.[/quote]
I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range.
Lets take a look at the Opimal ranges and damages of both
A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats.
Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86
Scrambler rifle:
Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43
At 150, sure you can be hit and take damage.
Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36
Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields.
Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky.
At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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XxGhazbaranxX
0.P.
2
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Posted - 2015.09.26 09:11:00 -
[515] - Quote
I love the grenade changes. I-¦m a Thukker tribe fanboy and it always killed me not being able to use thukker grenades cause they were crap. Now I the to see them In the killfeed once in a while.
On a completely different but similar topic. I believe that the splash radius of Flux grenades should be increased considerably at least at prototype level. There really is no incentive to use anything beyond std and the damage increase at proto is really a nonfactor since there is no suit with that much shield. Normalize the shield damage to adv and add an extra 2 meters at proto level.
That will make them usefull at pro level.
Plasma Cannon Advocate
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ZED Regent
RabbitGang 13 COILS
446
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Posted - 2015.09.26 09:22:00 -
[516] - Quote
XxGhazbaranxX wrote:I love the grenade changes. I-¦m a Thukker tribe fanboy and it always killed me not being able to use thukker grenades cause they were crap. Now I the to see them In the killfeed once in a while.
On a completely different but similar topic. I believe that the splash radius of Flux grenades should be increased considerably at least at prototype level. There really is no incentive to use anything beyond std and the damage increase at proto is really a nonfactor since there is no suit with that much shield. Normalize the shield damage to adv and add an extra 2 meters at proto level.
That will make them usefull at pro level.
Does the flux also works on HAV?
In that case, adv and proto do makes sense....
eh....eh.... french flies.... eh...eh eh....
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Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.26 09:29:00 -
[517] - Quote
ZED Regent wrote:XxGhazbaranxX wrote:I love the grenade changes. I-¦m a Thukker tribe fanboy and it always killed me not being able to use thukker grenades cause they were crap. Now I the to see them In the killfeed once in a while.
On a completely different but similar topic. I believe that the splash radius of Flux grenades should be increased considerably at least at prototype level. There really is no incentive to use anything beyond std and the damage increase at proto is really a nonfactor since there is no suit with that much shield. Normalize the shield damage to adv and add an extra 2 meters at proto level.
That will make them usefull at pro level. Does the flux also works on HAV? In that case, adv and proto do makes sense.... They work, but try to throw a flux nade at a moving vehicle and you'll understand why adv and proto don't make sense x)
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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ZED Regent
RabbitGang 13 COILS
446
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Posted - 2015.09.26 09:33:00 -
[518] - Quote
Sequal's Back wrote:ZED Regent wrote:XxGhazbaranxX wrote:I love the grenade changes. I-¦m a Thukker tribe fanboy and it always killed me not being able to use thukker grenades cause they were crap. Now I the to see them In the killfeed once in a while.
On a completely different but similar topic. I believe that the splash radius of Flux grenades should be increased considerably at least at prototype level. There really is no incentive to use anything beyond std and the damage increase at proto is really a nonfactor since there is no suit with that much shield. Normalize the shield damage to adv and add an extra 2 meters at proto level.
That will make them usefull at pro level. Does the flux also works on HAV? In that case, adv and proto do makes sense.... They work, but try to throw a flux nade at a moving vehicle and you'll understand why adv and proto don't make sense x)
Well... you can tell from my reaction that i'm not really into AV.... XD
eh....eh.... french flies.... eh...eh eh....
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Foo Fighting
Blank Application
527
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Posted - 2015.09.26 09:45:00 -
[519] - Quote
ZED Regent wrote: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 I wonder why.... Makes me sad....
Why change this after the announcement? All feedback has been positive on this point.
According to this thread the two main areas of concern are grenades and AV balance - not BPO weapon trading.
CPM let's see you try to get this changed back. |
ID G4f
XxAMBUSH FTWxX
30
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Posted - 2015.09.26 10:06:00 -
[520] - Quote
Foo Fighting wrote:ZED Regent wrote: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 I wonder why.... Makes me sad.... Why change this after the announcement? All feedback has been positive on this point. According to this thread the two main areas of concern are grenades and AV balance - not BPO weapon trading. CPM let's see you try to get this changed back.
I bet it has more to do with time it takes to make bpo's tradable or worries on stressing the trade system too much.
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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Echo 1991
Titans of Phoenix Damage LLC
949
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Posted - 2015.09.26 10:49:00 -
[521] - Quote
Tesfa Alem wrote: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. I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. That's on the assumption that all their troops are standing next to the tank. We both know that won't happen ever. Short of you being in the redline, or the enemy tank being in its own redline, enemies are almost always gonna be within range of you unless the area is cleared.
The problem with swarms has never been range. The damage projection it has is crazy because of how fast it fires and how much damage it can deal per volley.
Wanna play eve?
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ID G4f
XxAMBUSH FTWxX
30
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Posted - 2015.09.26 11:14:00 -
[522] - Quote
Echo 1991 wrote:Tesfa Alem wrote: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. I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. That's on the assumption that all their troops are standing next to the tank. We both know that won't happen ever. Short of you being in the redline, or the enemy tank being in its own redline, enemies are almost always gonna be within range of you unless the area is cleared. The problem with swarms has never been range. The damage projection it has is crazy because of how fast it fires and how much damage it can deal per volley.
And the fact you usually find out the swarmer is near by the first volly hitting you. Meaning the second volly is most likely in the air and you are getting ready to start locking on the third. With the hardner delay vehicles must have hardeners on before we know there is a reason for them. Again, i think even with swarm nerf, the overall bonus to potential av damage in the form of all explosives, melee, nk, ect. Nobody will be willing to bleed isk that fast. Tanking is dead. ads will only survive because flying is fun.
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.26 11:14:00 -
[523] - Quote
lol I think I need my eyes testing, earlier in this thread I swear that I read that the "forge gun is useless at range vs dropships" Lmao.
Do you guys actually even play the game or just sit around on the forums chatting absolute BS?
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Echo 1991
Titans of Phoenix Damage LLC
949
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Posted - 2015.09.26 11:55:00 -
[524] - Quote
ID G4f wrote:Echo 1991 wrote:Tesfa Alem wrote: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. I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. That's on the assumption that all their troops are standing next to the tank. We both know that won't happen ever. Short of you being in the redline, or the enemy tank being in its own redline, enemies are almost always gonna be within range of you unless the area is cleared. The problem with swarms has never been range. The damage projection it has is crazy because of how fast it fires and how much damage it can deal per volley. And the fact you usually find out the swarmer is near by the first volly hitting you. Meaning the second volly is most likely in the air and you are getting ready to start locking on the third. With the hardner delay vehicles must have hardeners on before we know there is a reason for them. Again, i think even with swarm nerf, the overall bonus to potential av damage in the form of all explosives, melee, nk, ect. Nobody will be willing to bleed isk that fast. Tanking is dead. ads will only survive because flying is fun. If you are entering an area that has a heavy infantry presence without your hardeners up, you shouldn't be piloting a vehicle. You're essentially giving them a free hit and if 2 people have good AV, you're gonna get smacked.
Wanna play eve?
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CCP Rattati
C C P C C P Alliance
26
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Posted - 2015.09.26 12:55:00 -
[525] - Quote
Adipem Nothi wrote:Bremen van Equis wrote:Adipem Nothi wrote: 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. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic: I agree that swarms are too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers.
which is why swarms are also included in the weak spot increase for HAVs
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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shaman oga
Dead Man's Game
4
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Posted - 2015.09.26 13:16:00 -
[526] - Quote
Why does gal ass bonus does not apply to other gal light weapons?
Regressed to blueberry level.
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DATNIGGAROSS fire hounds
UNITED MERCINARY AND PILOTS ALLIANCE Rise Of Legion.
0
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Posted - 2015.09.26 13:21:00 -
[527] - Quote
Darth-Carbonite GIO wrote:Are you not entertained? "Max rotation-¦ 50" Commence operation barrel roll. "Dropships are ok, Caldari need a PG buff" Coming soon. Hopefully . When will this happen
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 13:22:00 -
[528] - Quote
CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs Mr Rattati, do you have any data on Swarm/Dropship interactions that'd you'd be able to share? I'd be very interested to see what kind of statistical situation we currently have, pre-FoxFour.
Alt of Halla Murr. Sentinel.
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Press Attache
The Office of The Attorney General
152
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Posted - 2015.09.26 13:44:00 -
[529] - Quote
Massive vehicle nerfs, no corresponding buff in lethality, and no creation of a distinct role for tankers.
Kind of meh.
Like the AV changes, forge should have been the best AV forever, but without a clear role for tanks(transport, scanning, or even as a functioning in PC/FW cru) it just means driving around outside large sockets.
Going to have to record what will surely be ridiculous deaths when infantry come up on masse and beat a tank to death. Jumping plc's were already ridiculous, this next patch should finally kill off vehicles for any competitive use.
Forum representative for Mr. Hybrid Vayu: The Attorney General.
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NextDark Knight
Hellstorm LLC
864
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Posted - 2015.09.26 14:34:00 -
[530] - Quote
CCP Rattati wrote:breach range increase
If this range increase is for the breach forge gun can you add that to the excel list found here? You can add the OK later but would like to see it captured please. Thank you Rattati!
https://docs.google.com/spreadsheets/d/1kGcB-k3KTDbNMlVVdRuTJSbk_4gh45xa4ihfIynxUkQ/edit?pli=1#gid=773296322
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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Regnier Feros
Pielords
788
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Posted - 2015.09.26 14:49:00 -
[531] - Quote
Press Attache wrote:Massive vehicle nerfs, no corresponding buff in lethality, and no creation of a distinct role for tankers.
Kind of meh.
Like the AV changes, forge should have been the best AV forever, but without a clear role for tanks(transport, scanning, or even as a functioning in PC/FW cru) it just means driving around outside large sockets.
Going to have to record what will surely be ridiculous deaths when infantry come up on masse and beat a tank to death. Jumping plc's were already ridiculous, this next patch should finally kill off vehicles for any competitive use.
Strange, no av laser...............
LongLiveQueenZarZar
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Genral69 death
RAT PATROL INC.
760
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Posted - 2015.09.26 14:57:00 -
[532] - Quote
I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most like break your hands
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 15:07:00 -
[533] - Quote
Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time.
It's not all bad for Gunnies!
Alt of Halla Murr. Sentinel.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.26 15:09:00 -
[534] - Quote
Press Attache wrote:Massive vehicle nerfs, no corresponding buff in lethality, and no creation of a distinct role for tankers.
Kind of meh.
Like the AV changes, forge should have been the best AV forever, but without a clear role for tanks(transport, scanning, or even as a functioning in PC/FW cru) it just means driving around outside large sockets.
Going to have to record what will surely be ridiculous deaths when infantry come up on masse and beat a tank to death. Jumping plc's were already ridiculous, this next patch should finally kill off vehicles for any competitive use.
Unfortunately, I do believe that will be the outcome. While I can't say for sure until the changes hit, I do suspect tanks will become a much lesser part of the field than even now.
A tanks role and impact on the battlefield is rather limited even now. Why they must be easier to destroy is beyond me. Those boys on the ground are the ones making any measurable contributions. I could understand this if tanks were like the murder machines of old, but right now they are stale.
While changes don't look HUGE, this will further affect their operational value and ability, which is rather low as is. |
Genral69 death
RAT PATROL INC.
763
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Posted - 2015.09.26 15:12:00 -
[535] - Quote
Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies! I wish I could actual fit one on my gunlogi, as they cost way to much space to actually fit on, just like the dispersion stabilizer
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 15:13:00 -
[536] - Quote
Genral69 death wrote:I wish I could actual fit one on my gunlogi, as they cost way to much space to actually fit on, just like the dispersion stabilizer Yeah...
Tell that to my Python
Alt of Halla Murr. Sentinel.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.26 15:15:00 -
[537] - Quote
Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies!
No, but def not enough.
Recharge is just a small part of the issue. Like, have you ever tried fitting a reg to a gunnie? What happens when you do so? And is it worth it over what you lose.
This buff will have nearly no noticeable affect on their performance. |
Genral69 death
RAT PATROL INC.
763
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Posted - 2015.09.26 15:18:00 -
[538] - Quote
Kallas Hallytyr wrote:Genral69 death wrote:I wish I could actual fit one on my gunlogi, as they cost way to much space to actually fit on, just like the dispersion stabilizer Yeah... Tell that to my Python On a different note in looking for a new python fitting
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Doc DDD
TeamPlayers Negative-Feedback
536
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Posted - 2015.09.26 15:31:00 -
[539] - Quote
Looks like a lot of work was done
Surprised there was no alteration to super mario bros. moonjumping, instead more incentive to stack myos to punch infantry and vehicles.
Gunlogi having faster recovery is welcome, feel like tanks will be seldom seen on a map for more than a drive by before it is recalled or popped... return of the deep redline tank. Any vehicle short of proto will pop like todays Lav with the amount of AV, guessing flaylocks for everyone?
Nade buff seems to coincide with gallente buff... odd that ccp actually worked on two sides of an equation but am guessing it is by chance. Hopefully nade buff stays if gallente will have equivilent of better than 2 built in damage mods on assualt rifles as well as a chance to stack 3 more without penalty. Seems like a bit much.
Caldari shield buff will be interesting to try out, still not sure why logi shields were buffed higher than assaults but why complain, my be time to dust off cal logi to absorb some nade spam while dishing it out.
Nice to see so many changes.. looks like lavs and tanks will all but disappear, with somewhat of a return of dropships... going to be annoying with the amount of high camping swarm/mass driver commandos, the return of Blast Damage 514... moonjumping nade spam, flaylock spam, mass driver spam and gall assault with 30% damage bonus on tac AR.... see what happens I guess, I'm sure i'll make someones melee HAV compilation video.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 15:33:00 -
[540] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Bremen van Equis wrote:Adipem Nothi wrote: 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. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic: I agree that swarms are too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers. which is why swarms are also included in the weak spot increase for HAVs I did not realize this.
When I looked at the 'HAV Weak Points' sheet the Google Doc, I saw Swarm Launcher listed under 'Old Weak Point Multipliers' and did not see it listed under 'New Weak Point Multipliers'. Figured it must've been grouped in with "explosive handheld weapons" but then recalled reading that you were changing the profile from "explosive handheld" to "missile handheld".
I was under the impression that the Swarms would not benefit from the new HAV Weakspot changes.
Thanks for the clarification. Revising my earlier positions on Swarms. |
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