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Thread Statistics | Show CCP posts - 178 post(s) |
Radiant Pancake3
1
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Posted - 2015.09.26 14:14:00 -
[47011] - Quote
... As long as Aeon doesn't get our red jars i'm fine...
Learned the ways of N4g from Alcina's mom.
Always bring a knife to a gun fight -Radiant Pancake
Min Loyalist.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.26 14:22:00 -
[47012] - Quote
Aeon Amadi wrote: Might see about the possibility of reversing the cloak spectrum (blue tint for standing still, near perfect invisibility for running). Not sure yet.
Is reversing stuff the in thing with the CPM at the moment?
It's an interesting idea though. A bit strange, I'm not completely sold. Might work quite nicely though.
I still think the decloak delay needs to be reduced. I understand why it was implemented, and fully agreed with it at the time. Though I had hoped it could be implemented in a more elegant way. It is clunky, making it awkward to use.
The decloak delay was needed at the time, but I really don't think it is anymore. At least not as much of a delay.
Delay was introduced to reduce the ability to attack from cloak. However, the ability to passively scan everyone nearby, along with seeing their direction arrows, whilst cloaked was very powerful. The cloak-blind effect dramatically reduces the ability to attack from cloak on it's own. As your situational awareness whilst cloaked is considerably hampered compared to how it was in the past. It's a mechanic I quite like though, and thematically it feels fun. Cloaking feels like submerging in a submarine. It seems to make sense that your senses are limited, and goes nicely with the LOTR style sound muffling.
This cloak-blind, combined with the requirement of more precision to have reasonable passive scans when you do decloak, and the fact that the assaults, logis and commandos running around are all a fair bit more powerful than when the cloak delay was brought in (particularly assaults), means that I don't think we really need the clunky decloak delay mechanic anymore. Or, at least just to limit people firing shotguns whilst still invisible, we don't need the delay to be anything like as long as it is now. |
Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.09.26 14:53:00 -
[47013] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Might see about the possibility of reversing the cloak spectrum (blue tint for standing still, near perfect invisibility for running). Not sure yet.
Is reversing stuff the in thing with the CPM at the moment? jk It's an interesting idea though. A bit strange, I'm not completely sold. Might work quite nicely though. I still think the decloak delay needs to be reduced. I understand why it was implemented, and fully agreed with it at the time. Though I had hoped it could be implemented in a more elegant way. It is clunky, making it awkward to use. The decloak delay was needed at the time, but I really don't think it is anymore. At least not as much of a delay. Delay was introduced to reduce the ability to attack from cloak. However, the ability to passively scan everyone nearby, along with seeing their direction arrows, whilst cloaked was very powerful. The cloak-blind effect dramatically reduces the ability to attack from cloak on it's own. As your situational awareness whilst cloaked is considerably hampered compared to how it was in the past. It's a mechanic I quite like though, and thematically it feels fun. Cloaking feels like submerging in a submarine. It seems to make sense that your senses are limited, and goes nicely with the LOTR style sound muffling. This cloak-blind, combined with the requirement of more precision to have reasonable passive scans when you do decloak, and the fact that the assaults, logis and commandos running around are all a fair bit more powerful than when the cloak delay was brought in (particularly assaults), means that I don't think we really need the clunky decloak delay mechanic anymore. Or, at least just to limit people firing shotguns whilst still invisible, we don't need the delay to be anything like as long as it is now. Edit - just to be clear, this isn't because I want to run headfirst into someone with my hp tanked up scout and instablap someone in the face before they can react. Which I believe is what people objected to in the past. It's to do with the time it takes to decloak, and the vulnerable state it leaves you in. The biggest issue is that you can't sprint. You can decloak whilst sprinting, but you can't start sprinting whilst you are decloaking without leaving you decloaked and unarmed. This is more of a hinderance than you may think. Though undeniably being able to attack much sooner after decloak would make attacking targets from behind easier, which I think is no bad thing. Yes it would make you less vulnerable when fighting head on from cloak, but not enough in the current game to make cloaks OP like they were deemed to be in the past. There's an exploit that let's you switch from cloak to weapon instantly. The only way I know how to pull it off is situational, though.
Scouts United
Gk.0s & Quafes all day.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 15:16:00 -
[47014] - Quote
Matticus Monk wrote: "Send laywers, guns and money."
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 15:39:00 -
[47015] - Quote
Revised position on FoxFour Swarm concerns. I was under the impression that they were being excluded from the HAV Weakpoint changes. Ambiguous Google Doc. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.26 15:48:00 -
[47016] - Quote
Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
This is amazing. I didn't appreciate just how much damage it would do. Looking at the stats, even a Freedom mass driver on a Min commando would do significant damage to a tank. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
2
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Posted - 2015.09.26 15:50:00 -
[47017] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:XxBlazikenxX wrote:Ares 514 wrote:XxBlazikenxX wrote: .... Bro, you got a buff so that your mass drivers are 100% efficient against vehicles. I fail to see how you wouldn't like that.
Seriously? I skilled into min commando for ONE thing, swarm AV, not for freaking mass drivers! I doubt MD's will be very useful as AV in all truth even if I wanted to run MD's, which I don't. There goes what? 3million SP down the drain. Adapt or die, it's the way of dust. You've misunderstood the meaning of that. I expect you think we should HTFU too. Making changes that affect investment should either not happen, or when it does, fair compensation be made. It makes a mockery of choices mattering, and totally screws over those with low SP (read: non-vets and casuals). If they hadn't screwed up so many compensations over time, they would still be doing it I suspect. Why the hell wouldn't they? Nobody would be getting a freebie, people are only getting annoyed or looking silly. Just because it's only happened once or twice, and never since, doesn't mean it's not BS. So don't quote that **** like it isn't. It's a non-argument. Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage. Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44. This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
Some valid points but your making assumptions about usage for HAV, training in MDs, and general desire to use said MD. I personally wanted a ADS AV and LAV AV. Neither of which a MD will be any good at IMO unless it's sitting still which is not realistic for said purposes. I trained a single commando for this because my scout swarm fit died so often to infantry. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
2
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Posted - 2015.09.26 15:54:00 -
[47018] - Quote
Aeon Amadi wrote:Ares 514 wrote:Arkena Wyrnspire wrote:Ares 514 wrote:Adipem Nothi wrote:.... An arms race toward parity between high armor and high shield units stands to further disadvantage low armor and low shield units. All in all, I feel like assault and logi's got buffs and scouts got nerfed some again. How so? Most of the shield buffs I can see to suits are innate. The assaults and logis got some big buffs to shield regen/delay overall, scouts remained either the same or got worse stats. The locus grenades are bad for everyone but worse for scouts who are going to be insta killed by them 99% of the time their within the blast after the changes. Plus you add in the reduced TTK with the weapon buffs and ROF bonus and a scout will be shredded in CQC by those gal's. I also wonder if that magsec is going to be pretty damn vicious but have no personal use to get a sense of where it's at and what the change might do. Not sure where "scouts remained the same or got worse stats" is coming from. Minmatar Scout got a hefty buff. Caldari Scout got a buff: (+5 shield threshold, -1 depleted delay) Minmatar Scout got a buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay, +4 shield threshold) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay, +3 shield threshold) Amarr Scout got both: (+1.5 shield delay (per feedback on armor tankers), +2 shield threshold) Only one I'm really worried about is the Amarr Scout, honestly. Thing is a watered down Cal Scout with no real purpose or role. Something that I'm adding to my project list.
The deltas for scouts are neutral at best when you take out shield threshold which everyone got and personally I don't expect it to make any difference on most suits, especially scouts. The deltas on the medium suits were fairly significant for some.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
2
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Posted - 2015.09.26 15:57:00 -
[47019] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Not sure where "scouts remained the same or got worse stats" is coming from. Minmatar Scout got a hefty buff.
Caldari Scout got a buff: (+5 shield threshold, -1 depleted delay) Minmatar Scout got a buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay, +4 shield threshold) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay, +3 shield threshold) Amarr Scout got both: (+1.5 shield delay (per feedback on armor tankers), +2 shield threshold)
Only one I'm really worried about is the Amarr Scout, honestly. Thing is a watered down Cal Scout with no real purpose or role. Something that I'm adding to my project list.
Please don't use the shield threshold as a way to show scouts got buffed. I knew they would be a massive red herring. I don't know if I've just completely misunderstood shield threshold, but as far as I can tell they make almost no difference to the game at all. So let's review the list of changes. Caldari Scout got a minor buff: ( -1 depleted delay) Minmatar Scout got a minor buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay,) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay,) Though as an armour suit, depleted delay is more relevant. Amarr Scout got a minor nerf: (+1.5 shield delay (per feedback on armor tankers), Compared to large buffs to the shields on other suits (bar the Cal sentinel). Yes the statement "scouts remained the same or got worse stats" is not technically true. The sentiment is basically correct though. Scouts remain roughly where they are now, compared with large buffs to other suits. I'm not trying to say mediums and commandos are going to be massively OP just due to these shield regen changes. But please don't say the shield thresholds contribute in a meaningful way to a scout buff. I understand why you would, because buffing threshold technically is a buff. I just think it is insignificant.
You summed it up better then I did. |
Aeon Amadi
12
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Posted - 2015.09.26 16:05:00 -
[47020] - Quote
Varoth Drac wrote: Please don't use the shield threshold as a way to show scouts got buffed. I knew they would be a massive red herring.
I don't know if I've just completely misunderstood shield threshold, but as far as I can tell they make almost no difference to the game at all.
So let's review the list of changes.
Caldari Scout got a minor buff: ( -1 depleted delay) Minmatar Scout got a minor buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay,) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay,) Though as an armour suit, depleted delay is more relevant. Amarr Scout got a minor nerf: (+1.5 shield delay (per feedback on armor tankers),
Compared to large buffs to the shields on other suits (bar the Cal sentinel).
Yes the statement "scouts remained the same or got worse stats" is not technically true. The sentiment is basically correct though. Scouts remain roughly where they are now, compared with large buffs to other suits.
I'm not trying to say mediums and commandos are going to be massively OP just due to these shield regen changes. But please don't say the shield thresholds contribute in a meaningful way to a scout buff.
I understand why you would, because buffing threshold technically is a buff. I just think it is insignificant.
Buffs/nerfs are sort of a misnomer anyway. The foundation provided those buffs/nerfs by pure chance and relative association of legacy numbers, which were awful to begin with. So yeah, some suits got buffed more than others but it was almost entirely because of the way the foundation pulled everything together compared to the chaos that was used prior.
Commandos getting such a substantial buff, for instance, due to whatever the hell the old thinking was for Commandos having upwards of 7/8 second delays with 18hp/s regen which made zero sense. Compared to the Scouts, of which the Caldari already had the highest regen, yes, that would look like a massive buff but it is entirely relative because of those legacy numbers being so hair-brained.
Varoth Drac wrote: I entirely discount the shield thresholds. If you can explain why I shouldn't that would be great, because I don't think I get it at the moment.
Either that, or everyone's gone, "Oo, shield threshold, that sounds great!" without actually thinking through what it means in game.
I sincerely hope personal incredulity isn't being used as an argument now..? Shield Threshold is a big factor, especially with shield threshold numbers as high as 12.
A shield threshold that high means that a Standard SMG at 35m can't break your recharge. A Standard ACR at 70m (it's effective range is 79m, btw) can't break your recharge either. A shield threshold that high means that you'll be able to shrug off most projectile weaponry while still within the optimal range of a Rail Rifle, provided you're using one. That is an enormous benefit because it essentially means the enemy can't defend themselves, no while you're pumping upwards of 70hp/s recharge.
Shield threshold is not something that should be so easily dismissed. Especially considering Step Two may, if it is even possible, have some shield modules reflecting increased thresholds.
Varoth Drac wrote: Is reversing stuff the in thing with the CPM at the moment? jk
It's an interesting idea though. A bit strange, I'm not completely sold. Might work quite nicely though.
-text walll-
We're also looking at the possibility of removing the chevron while cloaked, so even if you do get scanned they won't be able to see your chevron over your head - just your indicator on the minimap. Dunno if it's possible yet.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 16:15:00 -
[47021] - Quote
Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
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Aurora Nateracci
Kameira Lodge Amarr Empire
0
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Posted - 2015.09.26 16:35:00 -
[47022] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
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One Eyed King
Nos Nothi
12
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Posted - 2015.09.26 16:38:00 -
[47023] - Quote
The shield changes for scouts are by and large just something on paper.
When you die in less than half a second because you run at about 200 - 300 HP, recharge rates and thresholds are meaningless.
Most weapons in the game kill me in a fraction of a second before I can react, unless I am well outside the effective range.
So, practically speaking, those shield changes will not be evident in game play, aside from possibly shield tanking Cal Scouts.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.26 16:44:00 -
[47024] - Quote
Aeon Amadi wrote: Doomsday prophecies usually don't, no. They're usually prone to Texas Sharpshooter arguments as well.
It isn't a "Doomsday Prochecy" to point out that Increasing TTK through HP Modules isn't all cupcakes and bubblegum. Some units will benefit more than others, which will create new imbalance. And at the very bottom of the performance pile will be the low-hitpoint Scouts too stupid or stubborn to trade out their EWAR and Biotic modules for moar HP.
If it is a goal to achieve better overall game balance, we can't ignore these playstyles.
PS: Thanks for popping in and addressing some of our feedback/concerns. |
noob cavman
Nos Nothi
3
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Posted - 2015.09.26 16:54:00 -
[47025] - Quote
Aurora Nateracci wrote:Adipem Nothi wrote:Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
Who the **** are you!? Illegal cpm! Policeman! Halp!
The most abusive northerner.
currently reading clockwork vampires by andy remic. A terra bad/awesome author
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.26 17:13:00 -
[47026] - Quote
Aeon Amadi wrote: Buffs/nerfs are sort of a misnomer anyway. The foundation provided those buffs/nerfs by pure chance and relative association of legacy numbers, which were awful to begin with. So yeah, some suits got buffed more than others but it was almost entirely because of the way the foundation pulled everything together compared to the chaos that was used prior.
Commandos getting such a substantial buff, for instance, due to whatever the hell the old thinking was for Commandos having upwards of 7/8 second delays with 18hp/s regen which made zero sense. Compared to the Scouts, of which the Caldari already had the highest regen, yes, that would look like a massive buff but it is entirely relative because of those legacy numbers being so hair-brained.
I get why it was done, and it is a good reason. I was just talking about about the effects of the changes.
Aeon Amadi wrote:Varoth Drac wrote: I entirely discount the shield thresholds. If you can explain why I shouldn't that would be great, because I don't think I get it at the moment.
Either that, or everyone's gone, "Oo, shield threshold, that sounds great!" without actually thinking through what it means in game.
I sincerely hope personal incredulity isn't being used as an argument now..? Shield Threshold is a big factor, especially with shield threshold numbers as high as 12. A shield threshold that high means that a Standard SMG at 35m can't break your recharge. A Standard ACR at 70m (it's effective range is 79m, btw) can't break your recharge either. A shield threshold that high means that you'll be able to shrug off most projectile weaponry while still within the optimal range of a Rail Rifle, provided you're using one. That is an enormous benefit because it essentially means the enemy can't defend themselves, no while you're pumping upwards of 70hp/s recharge. Shield threshold is not something that should be so easily dismissed. Especially considering Step Two may, if it is even possible, have some shield modules reflecting increased thresholds. Just adding a bit spice to my post. Only reasoning is being used as an argument. Reasoning and personal opinion. This threshold may be a little relevant on a Caldari assault or logi, I suppose, who may have high regen. In the very rare situations that someone is firing at you at a fair bit beyond their optimal range, with a low damage per shot weapon.
The highest threshold is 11 by the way. Even a standard SMG needs it's efficiency down to about 61% to bring it's damage bellow 11.
Exactly how often, in a scout suit, do you get hit by a weapon doing the equivalent or less damage per shot to a 61% eff standard SMG, in a situation where it is significantly beneficial to have your shield regen uninterrupted? I'm not even sure this has ever happened to me in three years of playing this game.
Varoth Drac wrote: -text walll-
Sorry for the text wall, may have got a little carried away. Just trying to explain about the decloak delay. |
VAHZZ
RabbitGang 13 COILS
9
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Posted - 2015.09.26 17:34:00 -
[47027] - Quote
Aurora Nateracci wrote:Adipem Nothi wrote:Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
WHO THE FUDGE ARE YOU!? WE HAVE A SECURITY BREACH! QUARANTINE! QUARANTINE!
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
OG Scout Sniper.
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VAHZZ
RabbitGang 13 COILS
9
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Posted - 2015.09.26 17:41:00 -
[47028] - Quote
Apparently white tags carry over to alts.
Guess who will abuse that **** next year?
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
OG Scout Sniper.
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Aeon Amadi
12
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Posted - 2015.09.26 17:55:00 -
[47029] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Buffs/nerfs are sort of a misnomer anyway. The foundation provided those buffs/nerfs by pure chance and relative association of legacy numbers, which were awful to begin with. So yeah, some suits got buffed more than others but it was almost entirely because of the way the foundation pulled everything together compared to the chaos that was used prior.
Commandos getting such a substantial buff, for instance, due to whatever the hell the old thinking was for Commandos having upwards of 7/8 second delays with 18hp/s regen which made zero sense. Compared to the Scouts, of which the Caldari already had the highest regen, yes, that would look like a massive buff but it is entirely relative because of those legacy numbers being so hair-brained.
I get why it was done, and it is a good reason. I was just talking about about the effects of the changes. Aeon Amadi wrote:Varoth Drac wrote: I entirely discount the shield thresholds. If you can explain why I shouldn't that would be great, because I don't think I get it at the moment.
Either that, or everyone's gone, "Oo, shield threshold, that sounds great!" without actually thinking through what it means in game.
I sincerely hope personal incredulity isn't being used as an argument now..? Shield Threshold is a big factor, especially with shield threshold numbers as high as 12. A shield threshold that high means that a Standard SMG at 35m can't break your recharge. A Standard ACR at 70m (it's effective range is 79m, btw) can't break your recharge either. A shield threshold that high means that you'll be able to shrug off most projectile weaponry while still within the optimal range of a Rail Rifle, provided you're using one. That is an enormous benefit because it essentially means the enemy can't defend themselves, no while you're pumping upwards of 70hp/s recharge. Shield threshold is not something that should be so easily dismissed. Especially considering Step Two may, if it is even possible, have some shield modules reflecting increased thresholds. Just adding a bit spice to my post. Only reasoning is being used as an argument. Reasoning and personal opinion. This threshold may be a little relevant on a Caldari assault or logi, I suppose, who may have high regen and decent shield hp. In the very rare situations that someone is firing at you at a fair bit beyond their optimal range, with a low damage per shot weapon. The highest threshold is 11 by the way. Even a standard SMG needs it's efficiency down to about 61% to bring it's damage to shields below 11. Exactly how often, in a scout suit, do you get hit by a weapon doing the equivalent or less damage per shot to a 61% eff standard SMG, in a situation where it is significantly beneficial to have your shield regen uninterrupted? I'm not even sure this has ever happened to me in three years of playing this game. Thanks for trying to explain it. I still think it's a pointless addition though, especially for scouts. Varoth Drac wrote: -text walll-
Sorry for the text wall, may have got a little carried away. Just trying to explain my feelings about the decloak delay.
Let's wait until after the hotfix drops, yeah? And if the shield threshold is 11, my bad, numbers must have changed since I last looked xD
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Simba Jelani
Krusual Covert Operators Minmatar Republic
3
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Posted - 2015.09.26 17:59:00 -
[47030] - Quote
VAHZZ wrote:Apparently white tags carry over to alts. Guess who will abuse that **** next year?
Don't listen to him, he's a liar. |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.26 18:08:00 -
[47031] - Quote
Aeon Amadi wrote:Let's wait until after the hotfix drops, yeah? And if the shield threshold is 11, my bad, numbers must have changed since I last looked xD No worries. I'm happy to wait and see. I'm looking forward to owning all those players trying to snipe me with their SMGs! |
VAHZZ
RabbitGang 13 COILS
9
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Posted - 2015.09.26 18:24:00 -
[47032] - Quote
Simba Jelani wrote:VAHZZ wrote:Apparently white tags carry over to alts. Guess who will abuse that **** next year? Don't listen to him, he's a liar. Shush it Aeon, it will be my turn next year
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
OG Scout Sniper.
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Kaiburr Crystal
A Home For Every Clone
2
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Posted - 2015.09.26 19:11:00 -
[47033] - Quote
Start forming your Super PACs now! |
noob cavman
Nos Nothi
3
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Posted - 2015.09.26 19:15:00 -
[47034] - Quote
You're all nerds.
The most abusive northerner.
currently reading clockwork vampires by andy remic. A terra bad/awesome author
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Llast 326
An Arkhos
9
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Posted - 2015.09.26 20:20:00 -
[47035] - Quote
noob cavman wrote:You're all nerds. you'r all nrds
MOAR Ladders
SpadeGǪ Remember your Warbarge
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VAHZZ
RabbitGang 13 COILS
9
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Posted - 2015.09.26 20:27:00 -
[47036] - Quote
Llast 326 wrote:noob cavman wrote:You're all nerds. you'r all nrds Y u suck at spell man?
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
OG Scout Sniper.
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noob cavman
Nos Nothi
3
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Posted - 2015.09.26 20:39:00 -
[47037] - Quote
I hope emperor palpatine does terrible things to your buttholes.
The most abusive northerner.
currently reading clockwork vampires by andy remic. A terra bad/awesome author
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Axel Giatsu
Fallen Angels Syndicate RUST415
51
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Posted - 2015.09.26 20:55:00 -
[47038] - Quote
noob cavman wrote:I hope emperor palpatine does terrible things to your buttholes. Oooohhh I sense a star wars nerd with the force
Recruiter for FAS
Recruitment Post!!!!!!
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VAHZZ
RabbitGang 13 COILS
9
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Posted - 2015.09.26 20:59:00 -
[47039] - Quote
Axel Giatsu wrote:noob cavman wrote:I hope emperor palpatine does terrible things to your buttholes. Oooohhh I sense a star wars nerd with the force Star Wars is the best. No such thing as a Star Wars nerd.
Co-Founder of RabbitGang
"VAHZZ is Forum Jesus" - GJR
OG Scout Sniper.
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Radiant Pancake3
1
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Posted - 2015.09.26 21:13:00 -
[47040] - Quote
noob cavman wrote:I hope emperor palpatine does terrible things to your buttholes.
If not i'll pick up the slack.
Learned the ways of N4g from Alcina's mom.
Always bring a knife to a gun fight -Radiant Pancake
Min Loyalist.
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