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ladwar
Dead Six Initiative Lokun Listamenn
429
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Posted - 2013.05.18 18:40:00 -
[1] - Quote
NOT slap26 wrote:Iron Wolf Saber wrote:Harpyja wrote:I was just looking at the turret specific operation skills when I noticed that they changed the 3% damage per level to 1%. WTF? Like it wasn't enough they removed turret proficiency skills? This game is sooo balanced between turrets and handheld weapons. Infantry get a lot of skills that affect their weapons, we get two. Thanks CCP. Infantry fits are easier than vehicle fits. Not a ninja nerf, it was originally 1% but that wasn't updated to reflect such on the skill so it displayed 3% but in actuality was only proving 1%. If it was originally 1% explain these numbers from last build https://forums.dust514.com/default.aspx?g=posts&t=62955 wasn't in the last build they stealth nerfed it with uprising without saying it. just like the PG stealth nerf. |
ladwar
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438
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Posted - 2013.05.20 21:53:00 -
[2] - Quote
Spy Mouse wrote:Iron Wolf Saber wrote:Harpyja wrote:I was just looking at the turret specific operation skills when I noticed that they changed the 3% damage per level to 1%. WTF? Like it wasn't enough they removed turret proficiency skills? This game is sooo balanced between turrets and handheld weapons. Infantry get a lot of skills that affect their weapons, we get two. Thanks CCP. Infantry fits are easier than vehicle fits. Not a ninja nerf, it was originally 1% but that wasn't updated to reflect such on the skill so it displayed 3% but in actuality was only proving 1%. If it was always 1%, explain why railgun installations suddenly started taking me 4 shots to kill other installations when they only took me 3 the day before. ninja nerf.. |
ladwar
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438
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Posted - 2013.05.20 22:03:00 -
[3] - Quote
Cy Clone1 wrote:Unrelated, but the Armor repair module has a pulse interval of 3sec, but repairs every second, where as shiled booster has pulse interval of 1sec but takes 3. Also we get slight passive recharge they get 300% better armor reps it takes 2minutes and 26~seconds to recharge shield passively without a boost without and without shield extenders. supply depots repair armor at 100HP per second for vehicles. it should be clear who wins here.
CCP stop balancing the game by making it completely on sided. the pg, the speed nerf the damage nerf the boost to all hand held weapons to include AV weapons without SP the massive increase in turret cost. |
ladwar
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439
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Posted - 2013.05.20 22:22:00 -
[4] - Quote
Sylwester Dziewiecki wrote:Quote:
I think a good place to start would be to give rails and missiles their splash damage and radius back. With the skills nerfed they might be balanced correctly. We need the damage to protect ourselves.
Railguns are ok. At least large one - small one have that 35% on structures/vehicle all the time. ladwar wrote:Cy Clone1 wrote:Unrelated, but the Armor repair module has a pulse interval of 3sec, but repairs every second, where as shiled booster has pulse interval of 1sec but takes 3. Also we get slight passive recharge they get 300% better armor reps it takes 2minutes and 26~seconds to recharge shield passively without a boost without and without shield extenders. supply depots repair armor at 100HP per second for vehicles. it should be clear who wins here. CCP stop balancing the game by making it completely on sided. the pg, the speed nerf the damage nerf the boost to all hand held weapons to include AV weapons without SP the massive increase in turret cost. Jump out, call new HAV, recall current one - you just cut 2:26~ to 18sec~ . takes 30second for a recall to finish and another 15 for the rdv to drop your new one if your lucky but this was about the "great passive regeneration" that shield tanks have over armor. and that recall works on both so w/e. so to recall and redeploy takes 50~seconds if your lucky with your RDV which is a lot less then the "great passive regeneration ability" that shield have over armor. so passive regeneration is not something you can say shields have over armor. |
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