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Absolute Idiom II
BetaMax.
68
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Posted - 2013.01.15 16:30:00 -
[1] - Quote
Nanohives:
General: *The item attribute pages do not contain the armor repair rate of nanohives. *The scanner icon for nanohives that repair armor is only very marginally different from the normal nanohive. Please improve the differentiation. *Could you use some effect or colouring to differentiate armor repping nanohive fields from ammo replenishing fields, in match? *There is no information on how many nanite clusters it takes to replenish ammo/grenades or perform armor repair.
Items: *Stable Nanohive - this item description states "The Stable Variant achieves comparable performance while drawing less PG/CPU from the host". The PG/CPU of this item is the same as nearly all other standard nanohives. Infact, the only difference between this and the basic Nanohive is this one costs twice as much and requires the skill trained to lvl 2. *Compact Nanohive - this standard nanohive has 50% PG/CPU costs, but only giving 25 nanite clusters instead of the standard 64. However, being only able to carry 1 seems a little over nerfed. Consider increasing to 2, even if this means nerfing the nanite clusters per nanohive further.
Drop Uplinks:
General: *The drop uplink respawn limitation does not appear to work - I'm reasonably sure I get unlimited spawns from the drop uplinks that I drop *For the Uplinks that have them, the Spawn Time Modifiers of -5%, -10% and -19% are pretty low. 5% would only reduce a 10 second spawn by 0.5 seconds. And a 3 second spawn by only 0.15 seconds! Please re-examine these values.
Items: *Stable Drop Uplink - this item description states "The Stable variant reduces the PG/CPU requirements of the unit without affecting performance". Again, the PG/CPU of this item is the same as all other standard uplinks. *Allotek Stable Drop Uplink - same issue. Despite the promise of reduces PG/CPU, the actual PG/CPU is the same as its Prototype peers. *'Abyss' Carthum Drop Uplink - this sounds like a version of the 'compact nanohive'. I don't think it deserves to be a trifecta of AUR only, so expensive (90 AUR) and to be prototype.
Repair Tools
General: *The item attributes pages do not contain the installation repair rate. This makes it difficult to justify buying the repair tool which has a bonus to installation repair with decrease suit/vehicle repair! *Whilst holding the fire button, activiting repair on a suit is not as 'generous' as I'd like. Maybe my experience with the Doctor in TF2 has spoiled me, but I really wish there was a beam the auto locked onto people much more easily. Especially when I'm trying to repair the damaged heavy who is crowded amongst fully healthy team-mates!
Items: *Stable Repair Tool - is there a theme occuring here? Again, reduced PG/CPU promised despite being the same as all its Standard peers. *Inert Repair Tool - as mentioned above, there is no installation repair rate on the attributes pages so this is a tough purchase to justify. *BDR-2 Repair Tool - this Advanced tool has double the PG/CPU usage of the Standard tools. However comparing it to the Triage Repair Tool (standard) the suit repair rate only increased from 31hp/s to 33hp/s and the range from 15m to 18m. I just don't think the increase fitting cost justifies the marginal benefit for the MAIN use of repair tools - on suits. *Core Repair Tool and Lai Dai Flux Repair Tool - these items are both prototype, have the same stats, isk cost and PG/CPU usage. EXCEPT that the Lai Dai Flux Repair Tool has extended range of 31m to the Core's 21m. Consider differentiating their stats some more, otherwise there is no point to the Core Repair Tool since it is outclassed. *'Schizm' Viziam Repair Tool - this item costs AUR and has the same stats as the Core Repair Tool. Therefore is is also outclassed by the Lai Dai Flux Repair Tool. Expect no purchases except accidental ones.
Remote Explosives
General: *The item attribute pages do not contain the damage/splash damage. *The item attribute pages do not contain the minimum activation/arming period
Nanite Injectors
General: *Usage in match does appear much improved. Even though the revive symbol does not always hover directly above the body, stabbing the body does result in a revive. *Using a 'better' nanite injector results in more armor in the revived player. However this results in less armor that can be repaired immediately following revival. This means less WP being award for the combined revive/repair action! Possibly you could say this is a tactical risk/reward choice to be made by the logi player, however I feel this should be a design decision and not just design by accident. |
Anstis Anion
BurgezzE.T.F Orion Empire
0
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Posted - 2013.01.28 22:25:00 -
[2] - Quote
Nice guide. i hope you took the time to make a post for every issue/item. |
Sylvana Nightwind
Expert Intervention Caldari State
60
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Posted - 2013.02.02 10:42:00 -
[3] - Quote
They are not going to read this :) https://forums.dust514.com/default.aspx?g=posts&t=37174&find=unread |
Django Quik
R.I.f.t
220
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Posted - 2013.02.02 10:45:00 -
[4] - Quote
Seriously, does no one read the title of the top sticky saying not to make lists? The devs do not look at lists. Even if it is a very well laid out and well thought out list. |
Jackof All-Trades
Bojo's School of the Trades
79
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Posted - 2013.02.02 12:18:00 -
[5] - Quote
Devs might overlook it, but I sure as hell find it useful. |
Terra Thesis
Defiant Kelkoons
19
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Posted - 2013.02.02 15:58:00 -
[6] - Quote
I understand the need for that rule, but if it were up to me, I'd make an exception for this. It's a comprehensive survey over one category, not just a collection of random laundry list items. +1 |
Greasepalms
Ahrendee Mercenaries Legacy Rising
70
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Posted - 2013.02.08 04:27:00 -
[7] - Quote
get this stuff fixed ccp, please.
those assault types get their weapons nerfed and buffed all the time, why can't we logis get some love too? |
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