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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Beren Hurin
The Vanguardians
1204
|
Posted - 2013.08.23 18:02:00 -
[151] - Quote
Faction standings and corp roles in this release...? |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
147
|
Posted - 2013.08.23 18:09:00 -
[152] - Quote
excillon wrote:Ted Nugget wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? lav will push your around now instead of just runnin your ass over and killing you... so dumb... just like a tank that pushes infantry smh.... you stand in front of a tank and see what happens i dont care how fast you go... another fail by ccp.. good day What?! That's bogus! So if I come barreling down the road at like 60 mph, and hit a guy, it just moves him out of the way? That's ridiculous. So much for real world physics. As for all you whiners who cried about this to the point we had to bend the laws of physics, I'm roadkilling every last one of you this weekend GTA style. Why don't you try reading the patch notes and Dev Blog on the subject and then come post some rants that don't even apply to how the changes work.
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RKKR
The Southern Legion
328
|
Posted - 2013.08.23 18:09:00 -
[153] - Quote
Another question during 1.3 the change of logi bonusses were adressed (which couldn't be implemented due to technical issues):
Quote:The new Logistics skill bonus isnGÇÖt ideally suited to the Logistics role and is a short-term alteration until proper equipment bonuses come online. Once they do weGÇÖll outline the full skill changes in another blog.
I guess they didn't make it in 1.4 either? Still having issues? What is considered "short-term" (CCP should get rid of this vague timeline communication)?
I got unallocated SP I want to invest in a second logi suit, any news on a possible change is welcome. News of a future respec will also do instead. |
lIlIlIlIlIlIlIlIlIl
Kameira Lodge Amarr Empire
0
|
Posted - 2013.08.23 18:24:00 -
[154] - Quote
If change the ability of skill, should be given the authority of skill respec to us |
PIanetsideTwo Bomber
Expert Intervention Caldari State
16
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Posted - 2013.08.23 18:31:00 -
[155] - Quote
Looks like this update will kill off even more of the player base, thus the attempt to calm the newbs with supposed matchmaking and "the next patch focuses on new player experience" because this patch will definatly hurt the numbers.
No murder taxi No AFK Buffed kb/m (ds3 not important as this is an eve side project) Buffed swarmies Only a coulple of new battlegrounds (Supposed balance over content)
No racial varients or placeholders No player trading or market sales No respec for vehicle users No fix to PC No new guns No new suits No new Game modes (skirmish 1.0 promised at fanfest to return by the now fired ccpjian) No armory No fix to terrain jaggies No increase to player count No fix for academy No Test Lab (Promised by the now fired ccp jian at fanfest) No pve No nerf to splash damage No fix for redline headglitching ohk snipers
See my point? Not alot to keep em comin..........more like kb/m514 but that's what yall wanted anyways.
#Dust514isDead |
ladwar
Dead Six Initiative Lokun Listamenn
1232
|
Posted - 2013.08.23 18:32:00 -
[156] - Quote
just going to drop this in here to voice my OP on the HUGE SL buff
Absolute Idiom II wrote:Here are some figures in the form of a table! http://i.imgur.com/tLiMw1K.png?1Pre-patchPost-patch clip53 ammo (max skills)88 lock on time (max skills)1.21.05 fire interval20.3 reload (max skills)3.8253.825 Time to exhaust clip14.83 Time to exhaust clip + reload20.6257.125 Time to exhaust ammo (inc. reloads)27.42518.15Boost Burst ROF (single clip)0.341.00194% Exhaust ammo ROF0.290.4452% So a 194% boost to burst ROF and a 52% ROF increase to exhausting all your ammo. |
KaTaLy5t-87
Shadow Company HQ
105
|
Posted - 2013.08.23 18:35:00 -
[157] - Quote
excillon wrote:Iron Wolf Saber wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? We have to go back and fix the core a bit, thus quite a few set backs, sorry about that. And that involved bending the laws of physics and taking away murder taxi's? Not fair. If you'd have buffed swarms like you did, and left murder taxi's alone, that would have been fair to both sides. But now, what's the point in even pulling out my LAV's? I can't use them unless I have a gunner, so if I'm not in squad they're useless, if I end up where I'm the only one driving my LAV, I have no way to kill anyone except stop, get out, and shoot someone. And if they're in a group, that's even worse. Overall, most of the patch stuff is good, or I don't care about it. But the murder taxi take away is bogus and you know it. It's not even something I do all the time, but it's a part of combat and if people don't like it, stay out of the open. You just took away one more combat option that made this game unique from other FPS.
I think you already nullified your own argument in your statement. You said that this game is a FPS and if I am not mistaken that means First Person SHOOTER, at what point in any FPS game does running someone over become a viable method of combat?? I came from BF3 where the vehicles were free and there wasn't a rampant murder taxi issue, do you know why that is? Because people use light vehicles for transport so they can reach their enemies faster where, upon reaching said destination, they should then exit the light vehicle and proceed to, wait for it, SHOOT people! Imagine that! Shooting people in a FPS game, who'd have thunk it??
If anyone has to rely on murder taxiing to pad their KDR or score then they are clearly a douchebag and should not be allowed to play a FPS game. Furthermore, they should be sterilized so they cannot contaminate the rest of the gene pool with their stupidity.
Don't get me wrong, if I am driving from point A to point B and I happen to see some dude running across the road in front of me then yes I will run him over but I would never and have never called in a LAV for the purpose of running people over. Use the LAV as it was meant to used, as a transport vehicle to get you from A to B quicker than if you went on foot. If you want to run people over constantly please delete Dust from your HDD and buy GTA.
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Goric Rumis
Dead Six Initiative Lokun Listamenn
206
|
Posted - 2013.08.23 18:35:00 -
[158] - 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! I have to concur. A swarm user at level 5 will now wait 1.35 seconds between firing instead of 3.2 seconds, giving it an outrageous DPS buff. Hopefully this won't stand for long--or there's something not reflected in the patch notes to mitigate it. |
Celus Ivara
DUST University Ivy League
89
|
Posted - 2013.08.23 19:06:00 -
[159] - Quote
I posted this in our internal corp forums, figured it may be useful to reblog it here:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
So these are the ones that jumped out at me, and weren't in the earlier dev blog. Red text are my comments on particular items.
F-Yes: * Hooked up the end of match summary screen for the previous battle to the Neocom. Players can now access the last match's stats and player list Been wanting this for months. :) * Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game Holy cats! Why didn't CCP lead with this bit of info? 1.4 could be just this one line and it'd be beloved by all!
Yay: * The Amarr Laser Rifle has a new red-dot sight, replacing the old iron-sight * Increased ADS (aim down sights) aiming speed with the Amarr Laser Rifle * Added HUD translucency option There'd been requests by players to be able to toggle the HUD off; this may be a response to that. * Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66) * Updated equipment deployment system to prevent deployment failures * Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing Other dev quotes on the forums imply that 1.4 provides only the groundwork for a future matchmaking fix, but the above patch note implies some improvements may already be in 1.4. ??? * Resolved voice chat connectivity issues related to Vivox
Not Sure: (most of these are weapons I don't use, so can't comment on) * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) Do we move faster or slower now? I'm confused. * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed Heavies needed def some love, but changes that remove a role's defining features aren't the sort of balencing I like. Personlly speaking, something like letting them shoot farther and giving them a slight boost to armor regeneration would've been what I would have gone with. * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants
Boo: Nothing really. :)
Holy Kitten!!!!!: * Mouse rotation speed caps have been removed Wait, are mouse players God now? More so than they were before?? * 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 So instead of 3.2 sec between swarms we get 1.7? Are you kidding me?? And if you factor in the new lock-on time skill above, that time goes down to 1.3 sec! AV roles being able to shoot 2.5x faster is balanced how??? I'm not even specced into vehicles and I know this is absurd.
____________________________________________
BTW, this is worth noting: * All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000
This would change how many Skill Points are taken up by these skills. Unless CCP leaves you with dead SP put into a skill that now takes less points to upgrade than before, everyone who has any of these skills is either getting a full respec, or some lesser version that only targets those skills. |
Ted Nugget
SVER True Blood Public Disorder.
188
|
Posted - 2013.08.23 19:12:00 -
[160] - Quote
Iron Wolf Saber wrote:Ted Nugget wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? lav will push your around now instead of just runnin your ass over and killing you... so dumb... just like a tank that pushes infantry smh.... you stand in front of a tank and see what happens i dont care how fast you go... another fail by ccp.. good day ... you fail at running over people in an HAV. I run over LAVs for crying out loud.
i can run over an lav too.. they blow up easy... however roadkills with a tank are rare for me...
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Medical Crash
Vacuum Cleaner. LLC RUST415
117
|
Posted - 2013.08.23 19:18:00 -
[161] - Quote
Damn, I hope DS3 aiming isn't still slow. They are removing the restrictions that were placed on the mouse, so what that means for shotgunners is if you want to be the best, you'll have to go KB/M. If you're like me, this is hard since most console players are used to a controller. Using KB/M is like learning to ride a bicycle for the first time, it's very hard. |
Boot Booter
Omega Elite Mercs INC.
40
|
Posted - 2013.08.23 19:27:00 -
[162] - Quote
excillon wrote:Iron Wolf Saber wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? We have to go back and fix the core a bit, thus quite a few set backs, sorry about that. And that involved bending the laws of physics and taking away murder taxi's? Not fair. If you'd have buffed swarms like you did, and left murder taxi's alone, that would have been fair to both sides. But now, what's the point in even pulling out my LAV's? I can't use them unless I have a gunner, so if I'm not in squad they're useless, if I end up where I'm the only one driving my LAV, I have no way to kill anyone except stop, get out, and shoot someone. And if they're in a group, that's even worse. Overall, most of the patch stuff is good, or I don't care about it. But the murder taxi take away is bogus and you know it. It's not even something I do all the time, but it's a part of combat and if people don't like it, stay out of the open. You just took away one more combat option that made this game unique from other FPS.
Yo. Bro. THEY ARE CARS. Hmm what do cars do in real combat... Hmm.. Oh yeah! They transport troops.
Also, don't talk about bending physics. Cars can currently kill you at 5 mph by running over you little toe. Go play Mario kart. |
Akdhar Saif
Vherokior Combat Logistics Minmatar Republic
43
|
Posted - 2013.08.23 19:51:00 -
[163] - Quote
Awesome update. It may be slow to some (impatient FPSera) but Dust is definitely improving. I look forward to the next expansion. |
dullrust
Subsonic Synthetics
15
|
Posted - 2013.08.23 19:55:00 -
[164] - Quote
excillon wrote:Ted Nugget wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? lav will push your around now instead of just runnin your ass over and killing you... so dumb... just like a tank that pushes infantry smh.... you stand in front of a tank and see what happens i dont care how fast you go... another fail by ccp.. good day What?! That's bogus! So if I come barreling down the road at like 60 mph, and hit a guy, it just moves him out of the way? That's ridiculous. So much for real world physics. As for all you whiners who cried about this to the point we had to bend the laws of physics, I'm roadkilling every last one of you this weekend GTA style.
Really? Are you that ignorant? It was already stated that a lav going full speed will kill. What this means is you can't crash into a wall next to someone then back up 1 meter and turn a bit then kill them. That don't work in real life and not here either. I'm betting torc increase mods will see an increase in use now.
Pretty happy with this update BTW ccp good job. |
Our Deepest Regret
Algintal Core Gallente Federation
47
|
Posted - 2013.08.23 19:56:00 -
[165] - Quote
Ohhhh, nice patch notes! Much L-U-V G¥ñ to the speed increase for swarm launchers! It's so nice of CCP to provide AV players with some lubrication before they cornhole vehicle users to death. |
Reimus Klinsman
Guardian Solutions DARKSTAR ARMY
345
|
Posted - 2013.08.23 20:14:00 -
[166] - Quote
Vespasian Andendare wrote:Reimus Klinsman wrote:This game has become more work than it already is. Either implement an SP roll over system, some way to automatically gain the active SP, or keep the stupid AFK farming. In order to keep the pace with the reset of the community or EVEN CATCH UP, we are required to play this broken game for 10+ hours every week.
Plus what constitutes as PVP actions? Are Logibros nerfed now and need to fight in addition to providing support? Delicious tears already!! GREAT JOB CCP!! Oh, and hey Reimus. Guess what! There is already a way to automatically gain the active SP--PLAY THE GAME! The fact that you'd directly ask to keep AFK farming makes your tears SO MUCH BETTER!
I'm pointing out a fundamental flaw in Dust as a game. If you need to work to keep up with the game, its not must of a game is it?
Now the best fix is a roll over system so when you can't play, you don't get punished by a game mechanic. If they can't implement that, then the next best option is to add a workaround. AFKing is a pretty poor workaround but it's worked thus far. I plan on continuing to gain the active SP even when I don't have the time to actually play. It looks like I'll be finding a glitch to the system.. Possibly jumping in peoples HAVs which will be pretty funny since I'll be messing up my team even more xD.
(I work ~60 hours a week and most of the work can be done remotely from my PC, so I can AFK without issue.)
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Poonmunch
DUST University Ivy League
211
|
Posted - 2013.08.23 20:22:00 -
[167] - Quote
Beren Hurin wrote: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.
But this change is good for us snipers if I read it correctly. I'm hoping it means that a tight group of reds or reds and blues won't pile up so much screen clutter (chevrons, shield, armor, name, the player's toon) that I can't properly see individuals. This is a mighty big pain in the keister. Perhaps it would fit everyone's needs better if we could turn these on/off selectively in the game settings or the Neocom.
It would be nice if we could dim the nanohives, so when a bunch are dropped in one place, we can see into the overlapping globes. Right now two or three can pretty much obscure an area completely. They are so bright that I can't see my reticle, much less the players.
Munch |
Sylwester Dziewiecki
Beyond Hypothetical Box
149
|
Posted - 2013.08.23 20:31:00 -
[168] - Quote
CCP Logibro 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 * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%
So now Swarms will lock-on-target longer without "Swarm Launcher Operation" skill, but with it they will lock faster than now plus they get buff in fire interval. |
Iron Wolf Saber
Den of Swords
7705
|
Posted - 2013.08.23 20:50:00 -
[169] - Quote
I would like to note that all excess skill points (due to skill point changes) are automatically rolled into unspent. |
Spaceman-Rob
Mannar Focused Warfare Gallente Federation
154
|
Posted - 2013.08.23 20:50:00 -
[170] - Quote
CCP Rattati wrote:I play a bit, have a 12m sp account, so I am pretty used to the current DS3 "feel". Having played the 1.4, I am a big fan of the changes, feels more fluid and easier to track and target.
Very happy to hear this :-) very reassurin, can't wait to have a shot of 1.4 |
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TITANIC Xangore
Subdreddit Test Alliance Please Ignore
265
|
Posted - 2013.08.23 20:52:00 -
[171] - Quote
CCPLogibro 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
Holy F U C K. I am no longer a tank driver. Swarms already screw me over, but at least i have time to run from them. With this change as soon as one hits there will be another 1-3 incoming. Which means that a proto swarm, already doing 3500 damage (single shot any basic militia tanks) will now be able to kill my near 1M isk tank with 6500 armor and damage reduction in seconds as I won't be able to even run from them.
CCP, you guys are A s s holes. |
Stile451
Red Star. EoN.
193
|
Posted - 2013.08.23 21:09:00 -
[172] - Quote
CCP Logibro wrote:* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game Is this disabled in corp battles? If not it should be. |
F54423
Hand of Azrael
38
|
Posted - 2013.08.23 21:11:00 -
[173] - Quote
"Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game"
Holy crap you just fixed Dust 514
Bravo! |
Another Heavy SOB
Pure Innocence. EoN.
553
|
Posted - 2013.08.23 21:12:00 -
[174] - Quote
Beren Hurin wrote: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.
Actually that is false, a players arrow being yellow does not signify that they have taken damage. IT signifies that they are Logistics! Derp. |
Rei Shepard
Spectre II
457
|
Posted - 2013.08.23 21:23:00 -
[175] - Quote
I think i will be trolling some tanks going Commando + 2x Swarms...PayBACKS a ***** aint it ! :p
Just Kidding...dont spontaniously burst in flames guys...i couldnt care less...
On a serious note, so with my Amarr assault bonus i will have nearly -50% heat build up on my Rifle, thats pretty nifty, coupled with moar Armor on the suit i might even Gasp ...try out some damage mods.
Less roadkill or Bumper trophys...always awsome..
Aiming updates, frame turn rates goooooneeeeeee.....
1.4 it seems you Might be my time to come out of retirement and re-do all my 1 vs 6 fights and walk trough em :) instead of fighting 2 guys & 4 in Jeeps buzzing around.. |
Our Deepest Regret
Algintal Core Gallente Federation
47
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Posted - 2013.08.23 21:24:00 -
[176] - Quote
F54423 wrote:"Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game"
Holy crap you just fixed Dust 514
Bravo!
This doesn't achieve anything. A losing team is still going to lose. What kind of results do people expect from forced participation? |
J3f3r20n Gh057
Molon Labe. League of Infamy
59
|
Posted - 2013.08.23 21:40:00 -
[177] - Quote
LOOK!!! Patch Notes ololol
Those updates on movement and the new Battlegrounds sounds interesting. +1 |
DJINN leukoplast
Hellstorm Inc League of Infamy
1058
|
Posted - 2013.08.23 21:55:00 -
[178] - Quote
Very nice, some excellent changes coming!
* Removed rotation modifier on heavy frames - all frames can now rotate at the same speed - So does this mean a heavy will be able to turn as fast as a scout? If so this will probably have a negative impact on forge guns, as the turn speed (since we have no ADS) being faster, will make it harder to get precise shots.
* Team member chevrons now only visible when they are in line of sight. - This will probably change up the gameplay quite a bit, and hopefully result in less blob warfare. As it is now everybody just runs towards all the blues and blobs up, but if they are only shown via line of sight, it may make things more interesting.
* Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes - Not sure what this means, are you saying we can queue for ambush, then queue for skirmish, then queue for domination and the game will auto-queue as soon as we get out of a battle? Or is it more along the lines of selecting multiple modes, and whichever one first become available will be the one we join? Can we queue multiple times in one gamemode?
* Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing - I sure hope this works good Null!! Matchmaking has been so ridiculous as of late. If it doesn't work and we still are seeing squad stomps vs no squads, any chance for squad-free modes, pretty please?
* Matchmaking will now vary wait times in order to try and build better teams - I just hope this doesn't mean we will be waiting around forever to join matches or get mostly empty rooms for entire rounds.
* The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% - With the reduced fire interval all the way down to 0.3 and the 5% reduction bonus per level, this means with operations at level 5 they will have a 1 second lock time and a 0.3 fire interval. I hate vehicles more than most, but with these stats the swarms will be able to be spammed like crazy. Although it will put the weapon more on par with the assault forge, which I do like the sounds of.
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Leadfoot10
Molon Labe. League of Infamy
23
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Posted - 2013.08.23 21:58:00 -
[179] - Quote
Looks like an awesome set of updates.
Only one I am scratching my head on is the swarm buff. But unlike the freakoutery I read here, I will take a wait and see on that one, and would encourage others to do the same.
Thanks for the early patch notes. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1058
|
Posted - 2013.08.23 22:04:00 -
[180] - Quote
Leadfoot10 wrote:Looks like an awesome set of updates.
Only one I am scratching my head on is the swarm buff. But unlike the freakoutery I read here, I will take a wait and see on that one, and would encourage others to do the same.
Thanks for the early patch notes.
I believe the swarm changes are meant to make low-end swarms less effective, but make dedicated AV players who have proto swarms more effective. All the tankers complained about militia swarms dominating them, so CCP made it so they are less useful than they are now, but more rewarding if you spend the SP to get higher end swarms.
Also this may be a hint at what is coming in 1.5, we might need all the AV firepower we can get when these tank scrubs get their proto tanks back (and probably several other buffs to their modules and whatnot). |
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