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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Beren Hurin
The Vanguardians
1179
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Posted - 2013.08.23 12:52:00 -
[1] - Quote
Reav Hannari wrote:*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!
Except they took away a few rounds from the skill. |
Beren Hurin
The Vanguardians
1179
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Posted - 2013.08.23 12:54:00 -
[2] - Quote
Can't wait for scanning changes. I think the clutter issue is going to be helped a lot.
I'm wondering about friendly equipment though...will we be able to see all friendly deployed equipment or only scanned/LOS? IF only scanned/LOS, this could be one of the main reasons to have >10m passive detection. |
Beren Hurin
The Vanguardians
1179
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Posted - 2013.08.23 13:08:00 -
[3] - Quote
If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets. |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:10:00 -
[4] - Quote
Robert JD Niewiadomski wrote:Uprising 1.4 Patch Notes wrote:(...)Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)(...) Does it mean less feedback from tacnet? Uprising 1.4 Patch Notes wrote:(...)HP bars and name tag visible only for what you are aiming/firing at(...) Does it mean i will not be able to see who is low on armor and who to shoot first or who needs repp quickly? If so i don't like it Any chance to bring it back in next patch? Or make it an option to toggle in system settings... Like aim-assist...
yes less feedback, less clutter. You only need to know the HP of people you can get to safely, and even then inside your squad, you will still see their chevrons, letting you aim, and then see their HP.
Also, I have found for sure that when a blue-dot turns yellow on the overview that means they have lost HP in some way. They could be under fire, or just hit by their own grenade or fall damage. |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:16:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:GTA-V FTW wrote:Still no WP for using active scanner huh? So basically why use them? Just so your squad can see enemy now but you still are not rewarded for using them, booooo! WP changes are coming in 1.5, this includes WP for scan assists.
When your squad starts dying to the well positioned squads sitting just behind that wall over there on the other side of the building, you will start to see the value of scanners. |
Beren Hurin
The Vanguardians
1185
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Posted - 2013.08.23 13:21:00 -
[6] - Quote
Robert JD Niewiadomski wrote:In that case it's ok. The only issue i have with HP/name tags nerf is change to sequential access to the info. Ie. instead to just do "passive" look around the screen with your eyes (faster) you will have to do an "active" weapon scan (slower) . This is impairing on decision making imho.
On the one hand it will draw more concentration for the logi, but imagine how it will affect attackers as well. You won't be able to see among 5-6 players who has shields and who doesn't necessarily. I've been saying this for a while, that this is a small nerf to the mass driver, especially since their proper aim does not reveal any target intel. To deal with targets most efficiently, more 'fires direction' will have to be verbal or with squad commands. And we've been told that squad commands are being iterated on here fairly soon. |
Beren Hurin
The Vanguardians
1185
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Posted - 2013.08.23 13:28:00 -
[7] - Quote
Aleksander Black wrote: Putting it that way, it's just 0.5 seconds... Feels like forever, but still... Yeah, I think I can get used to this. Also, I noticed its easier to overheat the faster the charge is. Overall, it will be harder to overheat, still have the charge shot and will be able to shoot more times in the same time frame. Yeah, looking good. A little buff it seems. God know it will need it with armor being buffed.
On a side note: yeah, now it's bonus apply to the assault variant. Now you will have to empty 3 clips in a row instead of 2 to make it overheat! Seriously, the heat build up should be a little higher in the assault variant. This would make this new bonus meaningful to it and would make people realize that it actually can overheat. No overheat after a whole clip... does not make much sense... right?
Nice update, nice update, I'm liking it.
We still need a STD ASR. Having to spend the extra isk/fitting for it sucks. I would take a reduced RoF, and more overheat on a STD. I could see them planning on a burst variant or something though that would be the STD. |
Beren Hurin
The Vanguardians
1186
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Posted - 2013.08.23 13:29:00 -
[8] - Quote
Forlorn Destrier wrote:Beren Hurin wrote:If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets. That actually makes it 9 maps sir. Here is a list, with links to the skirmish mode for those currently available, along with a list of the Outposts available and the new one added. Maps: AshlandBorder Gulch (new) Fracture Road (new) Impact Ridge (new) Iron DeltaLine HarvestManus PeakSkim JunctionSpine CrescentOutposts: BiomassCommunicationsOrbital ArtilleryResearch Facility (new)
read... 6 maps with rotating sockets (large) then three Ashland, Line harvest, and manus peak don't have large sockets. 6x4 = 24 + 3 w/o large = 27 |
Beren Hurin
The Vanguardians
1189
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Posted - 2013.08.23 14:00:00 -
[9] - Quote
pegasis prime wrote:Another huge f@#k you to vehicle operatives. Coukd tge swarm buff not have waited untill the vehicle balance or dose ccp really want to turn this into cod514. 1.5 better bring some actual balance as far as vehicles are concerned or else ccp will loose allot more players. Not everyone wants this game to be another cod clone.
The scanning changes will be a huge buff to vehicle operatives. It will cut both ways though. You will want your squad to find targets for you rather than roaming around solo hoping your team reveals enemies. For the most part though, I think it will work in vehicles favor that even having another squad member looking at you wont actually mean the rest of the squad sees you on their map. |
Beren Hurin
The Vanguardians
1204
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Posted - 2013.08.23 18:02:00 -
[10] - Quote
Faction standings and corp roles in this release...? |
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Beren Hurin
Onslaught Inc RISE of LEGION
1612
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Posted - 2013.09.17 19:50:00 -
[11] - Quote
Almighty Supra wrote:I really see no difference on matchmaking. I get paired up with MLG Proto Suit, Aur weaps, unli ited live on the other teams when i just get a loaf of random blueberries
I'm pretty sure that matchmaking is dependent on your group's performance over time. So if there are quite a few squads protostomping, eventually they will start to face off against each other the long that they play. So play for a longer period and you will be placed in harder matches. |
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