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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
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Posted - 2012.08.10 04:37:00 -
[1] - Quote
Buzzwords wrote:if i may?
reducing the damage on breach ARs is perhaps not the right way to balance them. they already lose DPS over standard variants as is. a low DPS, low recoil, automatic weapon is a pretty standard piece of an fps. perhaps INSTEAD of further reducing the dps, they should have the hipfire acc returned to normal. i would say THAT is what makes them break the mold. they are better at range and due to hipfire ARGUABLY better up close. they "should" be better at range and worse up close?
also, i hate vehicle spam as much as the next guy, especially dropships. but flaming vehicles doesn't seem quite right if you intend for there to be 2 independent schools of tanking and repair? what is a shield tanker to do if he catches fire? don't get me wrong i feel that shield tanking has had the upside til now what with the fact that they recharge, and that a shield vehicle can get speed or damage out of his low slots, whereas an armor vehicle gets... a spawn? out of his highs. so if this is how you plan to balance them then... ok i guess, but it seems off.
i like the rest, or am at least curious to try. i'll miss being able to self rep with a repair kit but oh well. I wouldn't be worried about this, as I'm sure we will begin to see remote repair modules - could just float above a tank that has a remote repper momentarily, just until you quit burning.
Aside from that, there is no reason a burning vehicle shouldn't take damage, that would be like if you lit your hand on fire and your skin didn't melt. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 04:38:00 -
[2] - Quote
DarthVdka wrote:Maybe I missed it but I saw nothing about REs being timed delayed instead of insta boom.
Quote:- Added the cortex screen to the remote explosive - Cooldown between remote explosive throws has been extended
There you go. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 19:20:00 -
[3] - Quote
Dewie Cheecham wrote:Ignatius Crumwald wrote:crazy space wrote:also did anyone else have a jaw drop moment when they read "breach forge gun" ? I did, and let me tell you, boners were popped. Yeah, because Forge Guns need an even more powerful variant. Well, you wanted tank free battles, here they come. Don't knock it 'til you try it. But really, Breach variants aren't "more powerful", they just have higher damage up front. Take the Breach Shotgun for instance - does very high damage with tighter spread compared to the other variants, but it has lower ammo capacity and only a 2 round magazine. Same goes for the AR's.
I personally don't like any of the breach weapons that are available currently, and may find myself sticking to the Assault Forge Guns. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 19:27:00 -
[4] - Quote
Knarf Black wrote:I'm excited to see how these Swarm Launcher and Nanohive changes shake out. Keeping them on the field after the user's death and giving them finite capacity makes sense, but I really hope I can get 4-5 full Swarm reloads out of one. (That or the Proto Launcher should get a damage boost, because it can take a heck of a lot of salvos to take down a well fit tank.) Swarms don't need a buff, as taking down a tank is not meant to be a one man job. I can go through every round on my Assault Forge Gun (Advanced) and just barely squeak the shields off a well fit Sagaris - but that's fine, I shouldn't be able to kill it on my own.
JonnyAugust wrote:I didn't see a single thing in there about fixing hit detection or reducing RBS. You did in fact see something in there regarding hit detection, you just didn't know it. Hit detection is all server side, so it has to do with Ping and the speed of the server - the fact that we are being moved from the Dust test servers, to the much better EVE test server Singularity, will in itself improve hit detection. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 19:39:00 -
[5] - Quote
Mr Vito wrote:I'm hopeful that the nano hives running out of nanites will make people think twice about destroying the resupply points. Otherwise it's going to be really tough to be AV against a DR specced tank with 16k+ ehp. Overall though, if things work out the way I'm reading this, I think we'll see much more balanced matches and a LOT more Logi suits. I'm spec'd AV in this build, but I am currently so torn between being a Logi Medic or being a Forge Gunner. The patch notes make me happy and sad at the same time, I don't wanna say goodby to my Forge Gun lol. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 19:41:00 -
[6] - Quote
carl von oppenheimer wrote:Cortex screen ? Da fuq ? AFAIK cortex is usually inside your skull, so CCP you mind if we have this in english ? An educated guess would be a screen involved in arming you're RE's. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 20:18:00 -
[7] - Quote
Adduuuh wrote:To be truly and completely honest....handheld weapons should not be stronger than HAV weapons. The basic forge gun is practically as strong as the the strongest railgun AND CCP is only making forge guns stronger? I'm sorry, but the way updates are going having a vehicle will only "be there for looks". Why dont you try making vehicles actually worth the multiple million skill points and isk to acquire instead of just making new versions that will still not be effective? They all are still getting 1-3 shotted by anyone who looks at it funny. This comes from a Sagaris user. I have every skill maxed that effects tanks and tank modules. I have the most effective possible build I could come up with for a defense based shield tank with about 50% damage reduction, somewhere around 6000 shields, a thoroughly needed shield booster, and the strongest railgun. This tank takes about 4 forge gun rounds on a good day. I have stopped playing this game due to the saddening vehicles and I'm sure I'm not the first or the last. CCP, quit wasting your players' time and fix some real balance problems instead of adding aim assist and homing grenades. If 4 rounds from a Forge Gun are taking you out, then either you're doing it wrong, or they're doing it very, very right.
Limitations of infantry with Forge Guns vs tanks with Railguns: 1. Infantry have far lower eHP, they're much easier to kill. 2. Infantry have limited ammo supply, vehicles have unlimited ammo. 3. Infantry move slower, tanks can evade them easily if they're paying attention.
Aside from that, how often do you see an infantry guy with a score of 30/2 at the end of the match? Rarely. How often do you see a guy in a Sagaris/Madrugar go 30/2? Frequently. Perhaps you simply need to find a different role on the battlefield.
Edit: Those were just the limitations that are a big deal and I could bring up off the top of my head, I'm sure the list could go on. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 20:45:00 -
[8] - Quote
smartlayer wrote:will be a wipe ? Yes. Take it as a good thing though, an opportunity to better place your skill points. I know that I personally, had no clue what I wanted to do when I started playing. I probably have about 2 million SP in skills that I don't use, ever. That's a very large chunk, considering I have a total of about 5.5 million SP. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.10 20:56:00 -
[9] - Quote
Adduuuh wrote:Veigar Mordekaiser wrote:Adduuuh wrote:To be truly and completely honest....handheld weapons should not be stronger than HAV weapons. The basic forge gun is practically as strong as the the strongest railgun AND CCP is only making forge guns stronger? I'm sorry, but the way updates are going having a vehicle will only "be there for looks". Why dont you try making vehicles actually worth the multiple million skill points and isk to acquire instead of just making new versions that will still not be effective? They all are still getting 1-3 shotted by anyone who looks at it funny. This comes from a Sagaris user. I have every skill maxed that effects tanks and tank modules. I have the most effective possible build I could come up with for a defense based shield tank with about 50% damage reduction, somewhere around 6000 shields, a thoroughly needed shield booster, and the strongest railgun. This tank takes about 4 forge gun rounds on a good day. I have stopped playing this game due to the saddening vehicles and I'm sure I'm not the first or the last. CCP, quit wasting your players' time and fix some real balance problems instead of adding aim assist and homing grenades. If 4 rounds from a Forge Gun are taking you out, then either you're doing it wrong, or they're doing it very, very right. Limitations of infantry with Forge Guns vs tanks with Railguns: 1. Infantry have far lower eHP, they're much easier to kill. 2. Infantry have limited ammo supply, vehicles have unlimited ammo. 3. Infantry move slower, tanks can evade them easily if they're paying attention. Aside from that, how often do you see an infantry guy with a score of 30/2 at the end of the match? Rarely. How often do you see a guy in a Sagaris/Madrugar go 30/2? Frequently. Perhaps you simply need to find a different role on the battlefield. Edit: Those were just the limitations that are a big deal and I could bring up off the top of my head, I'm sure the list could go on. What was the point of quoting me and not saying anything..? |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.11 02:34:00 -
[10] - Quote
Tupni wrote:And one more thing, what about using weapons/equips inside the dropship? When a ship's on fire, and someone inside the ship has a tool, shouldn't they be able to use it? I'd say the same with heavies, but then I pictured a dropship with 4 forge guns....which the only thing I can think of to compensate for that is to have the weight affect mobility....
I can't imagine trying to use a Forge Gun inside a moving dropship, you wouldn't be able to aim at anything! Aside from that, how do you plan to hang on inside the ship, if both hands are busy holding a super heavy weapon? The moment the ship tilts, you would fall right out. |
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Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.12 00:58:00 -
[11] - Quote
LT Dans Legs wrote:I hope we can change our faction after the whipe. I want to go to Gallante from Amarr. My friend is there and my son is there on Eve. Considering that the only things remaining after the wipe will be your name, faction, and contacts - you should just make a Gallente merc. |
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