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Thread Statistics | Show CCP posts - 178 post(s) |
Ghost Kaisar
Titans of Phoenix Legacy Rising
2479
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Posted - 2014.01.31 08:14:00 -
[9031] - Quote
Shutter Fly wrote:Ghost Kaisar wrote:Krom Ganesh wrote:Ghost Kaisar wrote:I just spent the last 3-4 hours studying for my Cal II test today.
This test is gonna suck. We have almost 2 hours to complete the test, and there are only 7 questions.
That's like 17 minutes per problem.
Which I don't doubt will take that long. Some of these problems have steps within steps within steps within steps....(within steps within steps within steps.....)
Posting this because my brain feels like mush right now, and this is helping alleviate some of that. Sorry if it's off topic.
Bleh. Glad I'm done with that stuff (at least until I go back and get my Masters). Do you have to take Differential Equations after Calc? Those problems make Calc ones look like simple arithmetic. Thank God no. Cal II, and Physics II + Lab is all I have to take for my Major. After that, it's Chem, Chem, Chem. Ugh, Chemistry. Not that I don't like Chemistry, I actually started out as a Chemical Engineering major, but I ended up having to switch to Computer Science because I'm terrible at lab work and I'll graduate faster. I've finished a minor in mathematics, though: Calculus I-IV, Differential Eq/Linear Algebra, and Discrete Structures (the only one I was actually good at). Calc III was a *****, infinite series, 3D graphing, and integrals over polar coordinates. Calc IV wasn't that bad though, iterated integrals over 3D Cartesian and spherical/cylindrical polar coordinates, basically just do what you did in calc II-III 2-4 times on the same equation. It was worth it to finish my last Calc IV assignment and to find the beginning of the appendix on the next page, it was fulfilling to realize I had finally made it from cover to cover of the calculus book.
I CAN do math, I just don't like it. Don't get me wrong, number crunching is fun (at times, and dang useful too), but when on earth am I going to be calculating integrals by partial fractions and trigonometric substitution BY HAND?
I love Chem Lab on the other hand though. I have the class at 7:30am for around 2.5 hours once a week, and it's 2.5 hours I never feel is wasted. I love the lab environment. I can't wait to finish all my math and focus on the science.
Hence why I'm going for a Chem/BioChem major. It's a gateway degree to a lot of different fields in chemistry. I can use this to go straight into lab work or go and get a Pharm degree if I want to (what my original plan was). It's comprehensive for me, so no minor required.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Appia Vibbia
Ancient Exiles. Renegade Alliance
859
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Posted - 2014.01.31 08:27:00 -
[9032] - Quote
Gavr1lo Pr1nc1p wrote:WEAPONS -the general TTK for all weapons needs a decrease right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good -weapons currently in need of a nerf: The rail rifle needs a huge reticle, more recoil, and a lot of hipfire spread, assault rail rifle needs a 5-10% damage per bullet decrease The combat rifle (non-assault) needs a longer time for each burst, and a longer delay in between each burst, probably with a fire rate of 1000, but a larger delay in between bursts. The assault combat rifle is fine where it is, it has its ammo guzzling problems to balance it out The scrambler rifle needs more bonus to charge shot damage, (25-50%) but less regular shot damage (5-10% nerf) and have 1-2 shots less until heat up The assault rifle needs a range nerf of about 15-25%, but to balance this out and make the CQC weapon it is meant to be, increase all variants fire rate by 10%, nerf damage by 5%. The TAR needs a larger mag cap, but also a fire delay in between rounds similar to the combat rifle -All sidearms other than Flaylock and Nova knives need a 5-7% nerf to damage -weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Mass driver-increase splash damage to make it area of denial weapon by say 10% Sniper Rifle- more of a bonus to headshot damage only, also, headshotted enemies cannot be revived, give a higher mag cap to tactical variants (6 rounds) Shotgun-needs a pellet buff at ADV and PRO levels only, probably 2 pellets at ADV, and 4 at PRO, breach needs an upgrade to mag cap and slight buff to fire rate Plasma cannon-DoT is something CCP had in mind, but is probably going to be hard toimplement, so if it doesnt work out, give it a 10-20% boost to direct damage Flaylock- increase splash radius by 1 meter, and you have a balanced weapon Nova knives- remove sprinting interrupt for all slashes, only should interrupt sprinting when charge reaches 100% for more than 1 second, and maybe even add a ballistic function- https://forums.dust514.com/default.aspx?g=posts&m=1784320#post1784320Swarm Launcher-buff to 1.6 stats, except only 200m range Now onto modules MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (85 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF yes i said it. The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers-3/4/5 hp/s per level, and moved to a high slot -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost VEHICLES I wont even start trying to balance vehicles, there have been far too many threads on this topic already DROPSUITS When 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, moer equipment, and a cloak to boot. commandos are huge dps dealers, and logis will actually perform their roles, and have gotten huge buffs to equipment usage. Overall, though assault and logi stats arent out yet, they seem very balanced, but give m scouts more base speed, and logi/assaults more base HP EQUIPMENT AND GRENADES The grenades are good, except for core locus and thukker. The core needs a slightly lower blast radius, and the thukker needs a small blast radius (packed at the most), but more damage (in the 400-500 range). Equipment seems to be good overall, as the active scanner is being turned into usable in only the way it is supposed to be used. I just want to see equipment spam being stopped, perhaps by having the limit for things like uplinks be for the total deployed, not the total deployed of each type. did i forget anything? Sounds like you have not played this game much. Or at the very least you haven't used any of those prototype weapons. There is just too much wrong in there to point them all out.
Appia Vibbia for CPM1
[email protected]
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Appia Vibbia
Ancient Exiles. Renegade Alliance
859
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Posted - 2014.01.31 08:36:00 -
[9033] - Quote
Ghost Kaisar wrote:I love Chem Lab on the other hand though. I have the class at 7:30am for around 2.5 hours once a week, and it's 2.5 hours I never feel is wasted. I love the lab environment. I can't wait to finish all my math and focus on the science. Ahhhh, that reminds me of the time I took the best class ever. 7am Molecular Genetics. Needed O-Chem and and a bunch of biology classes as prerequisites GÖÑ Evolution, molecular genetics, microbiology, and restoration ecology were my favorite classes in college
Appia Vibbia for CPM1
[email protected]
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Django Quik
Dust2Dust.
2116
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Posted - 2014.01.31 08:59:00 -
[9034] - Quote
Llast 326 wrote:Added the RE Nothi post to the Immortal Guide to RE. Get out and blow up some HAVs There are few things as satisfying as sneaking up on a shield tank, plonking on 2 REs and fluxing him 3 times before he realises what's going on then blasting as he tries to escape ;)
Tank hunting is now more fun than sniper hunting ever was!
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Niuvo
NECROM0NGERS The CORVOS
984
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Posted - 2014.01.31 09:16:00 -
[9035] - Quote
Did you guys know that the Federation Scout G-1's color is black? |
Omareth Nasadra
The New Age Outlaws WINMATAR.
278
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Posted - 2014.01.31 09:40:00 -
[9036] - Quote
Niuvo wrote:Did you guys know that the Federation Scout G-1's color is black? i know that the federation creodron shotty is red, do i get a cookie
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Omareth Nasadra
The New Age Outlaws WINMATAR.
278
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Posted - 2014.01.31 09:43:00 -
[9037] - Quote
Appia Vibbia wrote:Bojo The Mighty wrote:Fact: Scouts are pretty common Event + news of Scout buff = lots of people trying out the scout SP bloat makes it easier got to agree with ya, i've switched to scout 3 weeks ago and my sp bloat makes it more easy, i'd probably wouldn't enjoy it the same way if i was a 10 million sp scout, respect for the ones that been scout from day one, you guys are persistant and awesome
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Appia Vibbia
Ancient Exiles. Renegade Alliance
860
|
Posted - 2014.01.31 10:17:00 -
[9038] - Quote
As I said, it would just take too long to say what you got wrong and why, so here is what you got right.
Gavr1lo Pr1nc1p wrote:WEAPONS -the general TTK for all weapons needs [an increase] right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good
-weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Sniper Rifle- Shotgun- Plasma cannon- Flaylock- Nova knives- remove sprinting interrupt for all slashes Swarm Launcher-buff to 1.6 stats
Now onto modules MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: 33 shields ADV:55 shields PRO:70 shields ARMOR ALSO NEEDS A BUFF ferroscales and reactive plates are a joke. Reactive plates should have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales.
VEHICLES I wont even start trying to balance vehicles, there have been far too many threads on this topic already
DROPSUITS When 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, [more] equipment, and a cloak to boot. commandos are huge dps dealers.
EQUIPMENT AND GRENADES The grenades are good, except for core locus. The core needs a slightly lower blast radius. Equipment seems to be good overall, as the active scanner is being turned into usable in only the way it is supposed to be used. I just want to see equipment spam being stopped.
Appia Vibbia for CPM1
[email protected]
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voidfaction
113
|
Posted - 2014.01.31 11:04:00 -
[9039] - Quote
Niuvo wrote:Did you guys know that the Federation Scout G-1's color is black?
in the market it shows it to look the same as the 'Neo' G-1
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Matticus Monk
Ordus Trismegistus
1103
|
Posted - 2014.01.31 12:38:00 -
[9040] - Quote
Ghost Kaisar wrote:I just spent the last 3-4 hours studying for my Cal II test today.
You see, Ghost, this is why you should not skill into Cal but instead go Gal or stay Min in 1.8.
Good luck on the test, dude. Wow, there are some smart people on these forums! I was toying with the idea of getting a Math minor in College but after Cal III I was like "this **** isn't really that fun...." too bad I still had a few more math classes needed for my major after that....
Llast 326 wrote:One Eyed King wrote:Is suicidal a style? It often feels like that is my style... I call it Embrace the Death, completely a legitimate style. Ask Monk, he watched me roll it out in full effect
LOL! Yeah, I definitely confirm this.
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Matticus Monk
Ordus Trismegistus
1103
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Posted - 2014.01.31 12:45:00 -
[9041] - Quote
Appia Vibbia wrote:As I said, it would just take too long to say what you got wrong and why, so here is what you got right. Gavr1lo Pr1nc1p wrote:WEAPONS -the general TTK for all weapons needs [an increase] right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good
-weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Sniper Rifle- Shotgun- Plasma cannon- Flaylock- Nova knives- remove sprinting interrupt for all slashes Swarm Launcher-buff to 1.6 stats
Now onto modules MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: 33 shields ADV:55 shields PRO:70 shields ARMOR ALSO NEEDS A BUFF ferroscales and reactive plates are a joke. Reactive plates should have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales.
VEHICLES I wont even start trying to balance vehicles, there have been far too many threads on this topic already
DROPSUITS When 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, [more] equipment, and a cloak to boot. commandos are huge dps dealers.
EQUIPMENT AND GRENADES The core needs a slightly lower blast radius.
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
In the original list I did a "WTF?!" when I saw it was recommended that sidearms need a damage nerf (except Flay / NK). I don't think I've heard a sidearms are OP argument since the flaylock was OP. I think sidearms are fine as-is... they pale in comparison to light weapons and require significant amount of skill to use effectively in order to get close and kill with them, especially as a scout. If this wasn't the case, you'd see more QQ about scouts and other fast suits (Min assault with it's sidearm clip bonus) running SMG's and Flaylocks...
Hell, forget the QQ about it, you'd actually SEE more people running sidearm only fits if they had too much damage output. |
Scout Registry
Nos Nothi
1147
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Posted - 2014.01.31 13:46:00 -
[9042] - Quote
Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles?
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Appia Vibbia
Ancient Exiles. Renegade Alliance
867
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Posted - 2014.01.31 13:56:00 -
[9043] - Quote
Scout Registry wrote:Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles? A dev somewhere said they were thinking of a 20% reduction to light weapons. People responded that it should be limited to the 4 rifles, not AV and Alpha weapons
Appia Vibbia for CPM1
[email protected]
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Radar R4D-47
0uter.Heaven Ishuk-Raata Enforcement Directive
357
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Posted - 2014.01.31 14:00:00 -
[9044] - Quote
As a scout I am excited for 1.8 but sad. The love we are getting is too much. We got a stat buff in every category outside base health. In my opinion That was enough without giving us extra equip and slots from 5 to 6. I will be happy running complex everything but I feel it won't take long for the community to realize the scout is where the fun is at. |
Lucifalic
Nos Nothi
254
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Posted - 2014.01.31 14:05:00 -
[9045] - Quote
Community question/advice. Now I don't have a lot of experience with this but I am a good driver. Last night I tried some durka jihad jeeping. Asside from getting sniped by tanks at 150m I collided with three tanks last night. One from the side one rear hit, both those were stationary, and one head on. He was backing up spraying at me like I was a zombie swarm. Not one of my jeeps exploded upon impact. All were pretty well top speed aside from the back pedaling coward. I can understand the backing up hav, though when he blew me up I was right in front of him and didn't even scratch his paint. I had tonjump out of the other two to try and manually set them off. To no avail as the tank simply zoomed off faster then my Subaru wrx.
6 remotes. All on the front. What am I doing wrong |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
676
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Posted - 2014.01.31 14:05:00 -
[9046] - Quote
Appia Vibbia wrote: A dev somewhere said they were thinking of a 20% reduction to light weapons. People responded that it should be limited to the 4 rifles, not AV and Alpha weapons
Overall, I am in favor of a universal drop in damage. I used to be able to sprint to cover if someone made me and opened fire. Now I'm dead almost as soon as a rifle user puts his crosshairs up. But on the other hand, I seethe rage when I plug someone with a shotgun only to have them survive, turn around, and shred me with a combat rifle. If they reduce my shotgun damage alongside the CR, I don't think this problem is going to resolve itself.
Maybe reduce scout hitbox, or increase scout walking/strafing speed? I'm not sure if that won't just cause more balance issues though. |
IgniteableAura
Pro Hic Immortalis
571
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Posted - 2014.01.31 14:07:00 -
[9047] - Quote
With the current bonuses I don't think people will migrate to scouts full time.
I'm actually looking forward to cross speccing into heavy as I feel they will be a force to fear when attacking objectives.
Scouts will be "fun" and quick paced. But they won't outshine an assault in DMG projection and kills. Logi will actually be a support role, which I think is great for those type of players.
Overall I think CCP Rouge has done a great job of getting things balanced from an infantry perspective.
PHI Recruitment
or PHIsh Tank in game
Youtube
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Scout Registry
Nos Nothi
1147
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Posted - 2014.01.31 14:08:00 -
[9048] - Quote
@ Appia You read my mind. Another HP increase would break knives and further break Shotguns. A Fine Rifle (AR, RR, CR, ScR) DPS reduction would accomplish the goal with less fallout. We might even see Heavies running HMGs again :-) |
Appia Vibbia
Ancient Exiles. Renegade Alliance
867
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Posted - 2014.01.31 14:12:00 -
[9049] - Quote
Radar R4D-47 wrote:As a scout I am excited for 1.8 but sad. The love we are getting is too much. We got a stat buff in every category outside base health. In my opinion That was enough without giving us extra equip and slots from 5 to 6. I will be happy running complex everything but I feel it won't take long for the community to realize the scout is where the fun is at. They didn't change movement or sprint.IgniteableAura wrote:With the current bonuses I don't think people will migrate to scouts full time.
I'm actually looking forward to cross speccing into heavy as I feel they will be a force to fear when attacking objectives.
Scouts will be "fun" and quick paced. But they won't outshine an assault in DMG projection and kills. Logi will actually be a support role, which I think is great for those type of players.
Overall I think CCP Rouge has done a great job of getting things balanced from an infantry perspective. I ******* hate the people that are saying that. You aren't making Logi a support role by nerfing the crap out of equipment. It is increasing XP tax on the support logi that actually runs multiple equipment. making them specialize in multiple logistics suit.
And the changes to uplinks really hurt the scouts that run a dampened suit with uplinks. Making it better to just force your way in with an Amarr logi than bother with standard timers
Appia Vibbia for CPM1
[email protected]
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Master Smurf
Nos Nothi
66
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Posted - 2014.01.31 14:32:00 -
[9050] - Quote
Appia Vibbia wrote:Scout Registry wrote:Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles? A dev somewhere said they were thinking of a 20% reduction to light weapons. People responded that it should be limited to the 4 rifles, not AV and Alpha weapons
Can you say overkill.
When I was in a thread with Hans I pleaded that CPM should stress a slight increase in TTK and he agreed that was his goal.
If they do this reduction plus increase survivability of all suits (except Logis and Min Assault) then they may push things too far in the other direction. Proto and sentinels will become even more beastly.
I also think aim assist, net code and terrain traversal play into TTK so much more than the raw damage. When the game works right and you are moving fine and can hear your surrounding and see enemies you usually can have decent firefights. A little bit of lag or the sound drops and people dont appear on your tac net and its a crapshoot. I also told him that.
"Shine bright like a diamond"
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
676
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Posted - 2014.01.31 14:47:00 -
[9051] - Quote
Scout Registry wrote: @ Ivan You sound like you are not in favor of a universal damage drop. You are correct; it'd be bad for shotgunning. I'm confused :-)
I think reducing rifle damage only is the best bet, and it will get more weapon diversity on the field again. But I am of two minds about it. If I HAD to chose one or the other (longer TTK overall or more shotty damage) I would rather give myself extra time to scramble to safety when under fire.
I see how it would hurt me personally, but also how it would make the game more fun and change infantry engagement overall. It would slow down the march of infantry and we'd move back towards trench warfare. More people clustered on spawn points or hives. This in turn gives the flanking scout more opportunity to cause mischief. |
Appia Vibbia
Ancient Exiles. Renegade Alliance
867
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Posted - 2014.01.31 14:57:00 -
[9052] - Quote
Lets just start out with the Duvolle AR. fire interval: 0.08 seconds; Damage: 37.4; Magazine Size: 60
My Gallente Scout is running 1 complex shield extender and 4 complex plates. That's 159.6 shields and 756 armor. So my EHP is 975.24 vs a Gallente Blaster. It'll take 27 bullets to kill me if he has 0 proficiency and no damage mods.
That's a minimum time of 2.08 seconds from the first bullet.
hypothetical 1.8 stats. add another complex shield and take 20% damage from the guy. 1040.58 EHP against the hybrid - blaster which now does 29.92.
Now it takes 35 shots to kill me, which will be 2.72 seconds.
Master Smurf, you seriously think and additional 0.64 seconds is overkill? On a maxed HP suit that gained an extra complex shield extender? Or did you just see a value and think that it sounded high?
Appia Vibbia for CPM1
[email protected]
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Llast 326
An Arkhos
1697
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Posted - 2014.01.31 15:27:00 -
[9053] - Quote
Scout Registry wrote:Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles? I have a lot to say about thisGǪ but no time right now so
*reserved as a reminder*
KRRROOOOOOM
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noob cavman
Tickle My Null-Sac
506
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Posted - 2014.01.31 15:28:00 -
[9054] - Quote
BUUUUTTTTSSSS
I want to be a caveman!
Ccp: DENIED YOU DRUNK
British ninja cowboy
scout, logi, heavy
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Driftward
Subdreddit Test Alliance Please Ignore
692
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Posted - 2014.01.31 16:05:00 -
[9055] - Quote
Ghost Kaisar wrote:Krom Ganesh wrote:Ghost Kaisar wrote:I just spent the last 3-4 hours studying for my Cal II test today.
This test is gonna suck. We have almost 2 hours to complete the test, and there are only 7 questions.
That's like 17 minutes per problem.
Which I don't doubt will take that long. Some of these problems have steps within steps within steps within steps....(within steps within steps within steps.....)
Posting this because my brain feels like mush right now, and this is helping alleviate some of that. Sorry if it's off topic.
Bleh. Glad I'm done with that stuff (at least until I go back and get my Masters). Do you have to take Differential Equations after Calc? Those problems make Calc ones look like simple arithmetic. Thank God no. Cal II, and Physics II + Lab is all I have to take for my Major. After that, it's Chem, Chem, Chem.
Ah you haven't had fun until you've survived multivariable calculus and linear algebra. Though high level probability and stats is pretty terrible too.
Just look forward to p chem. It's just one of those things you go through as a rite of passage. Oh and analytical (quantitative) chemistry, for some reason other people had a problem with sitting in front of a titration for 2 hours just to find out how much calcium was in the solution.....for some reason I thought it was great.... |
voidfaction
114
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Posted - 2014.01.31 16:09:00 -
[9056] - Quote
Appia Vibbia wrote:Scout Registry wrote:Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles? A dev somewhere said they were thinking of a 20% reduction to light weapons. People responded that it should be limited to the 4 rifles, not AV and Alpha weapons
So scouts that use 1 of those 4 rifles and is not a fatty scout like you will be even worse off. lol
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Appia Vibbia
Ancient Exiles. Renegade Alliance
867
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Posted - 2014.01.31 16:15:00 -
[9057] - Quote
voidfaction wrote:Appia Vibbia wrote:Scout Registry wrote:Matticus Monk wrote:
Yeah, I agree with this subset of issues.... except I'm actually getting nervous if TTK increases scouts may end up in a worse place as we are so squishy now I doubt we'll get much benefit from additional TTK, but we could really feel the drawbacks if other suits are harder to kill.
Any chance TTK adjustments might only apply to Fine Rifles? A dev somewhere said they were thinking of a 20% reduction to light weapons. People responded that it should be limited to the 4 rifles, not AV and Alpha weapons So scouts that use 1 of those 4 rifles and is not a fatty scout like you will be even worse off. lol A Scout is greatly benefited by a reduction to weapon damage because it increases the viability of speed tanking and rewards flanking more. But if you can't see that, well maybe the scout isn't the right suit for you.
Appia Vibbia for CPM1
[email protected]
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TranquilBiscuit ofVaLoR
F.T.U. IMMORTAL REGIME
1354
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Posted - 2014.01.31 16:25:00 -
[9058] - Quote
i can't help but get kind of annoyed when i hear people saying they're getting into scouting, or they're scouts now.
they were all running assault and slayer logi before, but now when scouts actually get a buff, they want to say they're a scout. and that's why i don't want scouts to be FoTM. scouts are supposed to be one of the few classes that actually require skill in my opinion, and now i'll be labeled a FoTM chaser even though i was a scout long before it was cool.
Anime > EVERYTHING
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2485
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Posted - 2014.01.31 16:45:00 -
[9059] - Quote
TranquilBiscuit ofVaLoR wrote:i can't help but get kind of annoyed when i hear people saying they're getting into scouting, or they're scouts now. they were all running assault and slayer logi before, but now when scouts actually get a buff, they want to say they're a scout. and that's why i don't want scouts to be FoTM. scouts are supposed to be one of the few classes that actually require skill in my opinion, and now i'll be labeled a FoTM chaser even though i was a scout long before it was cool.
Don't worry.
We have an awesome 470+ page long forum to confirm we were scout vets before 1.8
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2485
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Posted - 2014.01.31 16:53:00 -
[9060] - Quote
Driftward wrote:Ghost Kaisar wrote:Krom Ganesh wrote:Ghost Kaisar wrote:I just spent the last 3-4 hours studying for my Cal II test today.
This test is gonna suck. We have almost 2 hours to complete the test, and there are only 7 questions.
That's like 17 minutes per problem.
Which I don't doubt will take that long. Some of these problems have steps within steps within steps within steps....(within steps within steps within steps.....)
Posting this because my brain feels like mush right now, and this is helping alleviate some of that. Sorry if it's off topic.
Bleh. Glad I'm done with that stuff (at least until I go back and get my Masters). Do you have to take Differential Equations after Calc? Those problems make Calc ones look like simple arithmetic. Thank God no. Cal II, and Physics II + Lab is all I have to take for my Major. After that, it's Chem, Chem, Chem. Ah you haven't had fun until you've survived multivariable calculus and linear algebra. Though high level probability and stats is pretty terrible too. Just look forward to p chem. It's just one of those things you go through as a rite of passage. Oh and analytical (quantitative) chemistry, for some reason other people had a problem with sitting in front of a titration for 2 hours just to find out how much calcium was in the solution.....for some reason I thought it was great.... @Appia Molecular genetics was by far my favorite course in undergrad (was the main reason I continued on to grad school in a biomedical field instead of chem) Did my first cloning project in molecular genetics lab using a plasmid construct to introduce siRNA into Arabadopsis. Totally incomprehensible to layman (more or less) (no people, not cloning animals, recombinant genetics in bacteria and plants, which still sounds nefarious but is in reality far more banal and boring than you can imagine)
My Advisor Recommended Calc III before taking P chem. Not happening, but I know that will be a tough class.
As for Titrations? I did two in high school Chem. They were fun!
I can't wait to do them in lab and see the inevitable 2-3 people get aggravated that it's taking too long, dump in a bunch of acid, and then blow right past the end point. Have fun restarting your titration!
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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