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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
element0mega
Elements Of Death Elite
54
|
Posted - 2013.08.24 08:47:00 -
[211] - 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.
Slower strafing speeds? WHY?!!! |
element0mega
Elements Of Death Elite
54
|
Posted - 2013.08.24 08:53:00 -
[212] - Quote
This crap needs to get fixed first, not the crap that CCP put into 1.4... geez talk about pounding nails into a coffin....
Howto Save Dust!
- Keep true to Dust's core vision: tactical game with CQC combat in pockets, with strategy in terms of easy resource allocation, all the while creating a visceral shooting experience that's enjoyable.
- Add more cover / breach points to maps to enable pooling of battles.
- Increase movement speed across the board by at lest 20% to enable a more visceral & proper feel of combat.
- Increase the SP allocations to 3x (triple SP rate) so that players can get into a single specialty within 30days. Helps new players experience and retains vets trying to get into new specialties. Still gives a 3.5yr time to end-game.
- Change the ADS movement speed, gun recoil feel (more), animation improvements, etc, (example BF3 feel).
- Make max damage kill people properly, 1 hit HS, 3 hit chest, etc., this should be expected at proto level.
- Make snipers have more scope sway, etc., they are OP ATM and lead to camping / lack of objective taking.
- All SP should be merit based- no passive, no "active" passive by being in a game and doing nothing, simply get points for kills, heals, and objective takes / assists, no just being in the game and getting SP either- UGH!
- Make tanks really strong, but not OP against troops- they should be focused on anit-vehicle take down.
|
Bad Heal
ROGUE SPADES EoN.
72
|
Posted - 2013.08.24 09:06:00 -
[213] - Quote
With the change of the reload cost from x6 to x3, can we expect to see SP in our active pool |
RKKR
The Southern Legion
330
|
Posted - 2013.08.24 09:55:00 -
[214] - Quote
Bad Heal wrote:With the change of the reload cost from x6 to x3, can we expect to see SP in our active pool
If you mean that the excesive SP gets back in your unallocated SP, then YES |
Seymor Krelborn
DUST University Ivy League
608
|
Posted - 2013.08.24 10:13:00 -
[215] - Quote
this afk fix, does this mean if im defending an objective and I don't engage in pvp for this set time I get kicked?
even though ive possibly engaged in pvp during the match prior, even hacked the objective im defending?
does this mean that not only afkers will get kicked but people who have a legitimate reason for not engaging in pvp get kicked too?
if this is the case you guys are about to be back logged with a lot of angry people once this goes live lol...
this means a team could possibly win a match simply by denying the other team pvp actions, I wont get into detail but if you think about it you have possibly created a very annoying exploit. |
meri jin
Goonfeet Top Men.
238
|
Posted - 2013.08.24 11:30:00 -
[216] - Quote
Lt Royal wrote:Thank you for releasing the notes earlier. This patch owns!
No its not. Where is the new content? Just a little more level variation? I'm disappointed. I was hoping for some rasical stuff. |
Henchmen21
Planet Express LLC
135
|
Posted - 2013.08.24 11:31:00 -
[217] - Quote
Hobo on Fire wrote:Henchmen21 wrote:My tank alt has 7 million into vehicles, and that is midlevel, swarms eat him alive. I've spent most of my time on this char taking out tanks on foot so I in no way feel invincible in my tank. I use cover and and never venture farther than my team can support me. I run from lone foot solders as I know they will easily drop me with a nano and AV nades. Rarely do I die from other tanks as they are my main targets. Now I get to get hit by the first flight of likely invisible swarms activate my repper and get destroyed before it ever activate as the two other flights of swarms were already in the air by the time I was hit to begin with. Yes the easiest AV weapon of them all needed to be buffed. I never said they needed to be buffed, only that they aren't as OP as you guys are worrying. I also specifically mentioned that I agree invisible missiles need to be fixed, and that you are still using standard fit tanks against proto AV. Tough it out for 1.4, wait for 1.5 when you get your good toys. If you are getting killed by teams of AV players, when you have no infantry support to back you up, don't complain when you get ganged up on. 1 on 1, yes a tank should win against a lone guy with a missile launcher. 1 tank against 3 or 4? Not so much.
Tough it out at 600-800K a pop.... really thats your answer? Like I said I don't go where I shouldn't I am not getting killed by teams I am getting killed by lone swarmers in 1.3 because I either have no idea they even fired at me or when I do know their missiles can round corners if I don't get behind cover as soon as they launch. Now add on that there will be 2 other flights in the air they too will hit me before my stupid 3 second warm up for my repper to kick in. Thats in a tank, my ADS is all but useless as I won't be able to get my speed and altitude up to out run the second and third swarms that are already in the air. Even with the occasional cash transfer from my main my alt never makes it past 1.5 million isk. New people who skilled into tanks are now totally screwed. You think they are going to hang around for a month and half being forced out of the vehicles into combat with no skills to get slaughtered? No they are going to find a new game to play. This was an incredibly short sited move by the excellent people who brought you rendering tied to the weapon. I have zero confidence they will get their vehicle balance right if they think its a good idea to buff swarms a month before the vehicles. If there plan is to take data on how vehicles stand up over the month its going to be flawed because most people just either aren't going to play and if they do they wont be bringing out vehicles to lose isk left and right. |
Eldest Dragon
D3LTA FORC3 Inver Brass
79
|
Posted - 2013.08.24 12:10:00 -
[218] - Quote
Now the md's get even more bullets...*sigh*... |
LudiKure ninda
Black Phoenix Mercenaries
11
|
Posted - 2013.08.24 12:21:00 -
[219] - Quote
What about tanks???? |
Sylwester Dziewiecki
Beyond Hypothetical Box
151
|
Posted - 2013.08.24 12:21:00 -
[220] - Quote
Hobo on Fire wrote:Sylwester Dziewiecki wrote:With proto SL you eating Madrugars by now, and all you have to dumped was something like 1,6kk SP. HAV drivers can not see you for most of the time because of poor draw distance, many times I die because of invisible swarmer - someone constantly shooting you, and all you can see is explosion on hull till you die(detection system is useless).
Swarmers completely did not require this buff, yet they got it. I do eat Madrugers; most of them are poorly equipped and many are driven by people who think "I'm in a tank, I'm invincible!" and haven't spent anything past the 400,000 SP to sit in them. I have spent a million SP on the Swarm launcher skills alone; the Weaponry, handheld weapon upgrades, and light weapon operation skills put me up to 1.8 million invested before I even get into the dropsuit command/upgrades skills to fit these swarm launchers on the suits, and all the other weapon skills I've invested into so I can fight my way to a position to get a lock on. When I've invested 2 or 3 times as much into killing tanks as the tanker has into surviving, yes I should come out on top. A well fit Madruger can still get away from me; a poorly fit madruger with a good driver can still get away from me. These are standard tier, non-specialist HAVs; they are not the be-all, end-all of tanks. I can only ever kill a Falchion or Vayu with help from other AV players, and these are still standard tier tanks going up against proto AV. This update will make swarms deal damage faster, but it will only increase our damage output in the sense that you will have less time for your shields/armor repairers to kick in between shots. That "Damage Taken" stat at the end of the match won't be going up, and it never will because the damage per shot of AV has already peaked; your tanks, on the other hand, WILL get better, and I will have a much harder time killing you. Your time is coming, be patient. Also, I actually agree that the invisible missile thing is garbage and needs to be fixed; if you guys get a warning when you are close to a mine, you should get a warning that someone has locked onto you or that missiles are headed your way.
Listen, just because current tanks have MLT and STR tags on them, it doesn't mean they should have same stats when ADV and PRO will finally come out, it's because they should be balance with a wide range of AV tiers no matter what. Not so long time ago we had 4 types of suits in 4 different races, and they were all ballance. If something cannot be balance it should be temporarily remove from game till we all fide way to balance it.
Instead of balancing things in "AV vs. Vehicle", CCP add more, and more AV stuff on every build and cut off HAV's. For example: we had skill that boost our Armor/Shield HP when we get into it, but it had drawbacks(each time when you get in to vehicle red-bars appear), so CCP decide to "fix" it by replacing "+HP%" skill bonus with "+resistance%", but now each time we fit resistance module to our tank penalty is being cut from it, same as it suppose to be second module while it is a first one, so our overall survivability drop because of this change(another silent-nerf on long road of brilliant changes).
I specialize 11kk SP in HAV, and I feel that proto-SL **** apart me tank no matter what. People have wrong misconception about "well fitted Madrugar" if some Armor tanking HAV survive your attack, it is because he activated half of his tanking modules before your attack, and another half of them after getting hit by first wave, at this point you may think that you are not able to break his tank but it takes another 2-3 waves to do it, actually if escape and remains on battlefield for another 45-60 sec. he is dead for sure, because of cooldown modules(he will be vulnerable even to STR Mass Driver and MLT Locus).
This update will change battlefield significant, you will not kill HAV that you couldn't previously killed because they will stop spawning. This is just to big change to use same close-fittings on battlefield, people will read patch notes, decide to respec on railguns, and the next thing you will see on forums is Swarmers crying for nerf to those pesky Rail-Campers. It's like with taxes, when they are too high people will find a way to not pay them at all.
PS And how could you be so sure that HAV is poorly fitted, are you mailing to those people with "hey what's your fit, you blow up so fast :D" question... |
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lordjanuz
Norwegian Dust514 Corporation Top Men.
178
|
Posted - 2013.08.24 12:36:00 -
[221] - Quote
This is a good patch, good job CCP . And for thoose talking of sniper, just countersnipe, we did take down 9 of them in one match last night, was not a big problem.
But vehicle balance in the next patch I am looking forward to, I just saw a strange thing last night, a tanker come down a road , and then suddenly all infantery was running against it, the tank turned and the footsoildiers run after it, so some balance should be done yes. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
178
|
Posted - 2013.08.24 12:37:00 -
[222] - Quote
Just give us PVE soon, very soon. :) |
shady merc
RisingSuns
18
|
Posted - 2013.08.24 18:54:00 -
[223] - Quote
I have a feeling the swarms got buffed now to help with vehicle balancing in the next patch. Basically it sounds like this is how they want the swarm launcher to work over all and instead of changing it when the redo vehicle they are doing it now. This gives them the advantage of see how much buff/debuff they need to do on the next patch for vehicles by watching all the data. If they waited for the next patch then it would be a reworking of av/vehicles without any control elements. The only information the could go on is internal play testing and "yeah it looks good on paper". So if this does become op till then I am sorry pilots but I think its for the better. |
Henchmen21
Planet Express LLC
135
|
Posted - 2013.08.24 18:58:00 -
[224] - Quote
shady merc wrote:I have a feeling the swarms got buffed now to help with vehicle balancing in the next patch. Basically it sounds like this is how they want the swarm launcher to work over all and instead of changing it when the redo vehicle they are doing it now. This gives them the advantage of see how much buff/debuff they need to do on the next patch for vehicles by watching all the data. If they waited for the next patch then it would be a reworking of av/vehicles without any control elements. The only information the could go on is internal play testing and "yeah it looks good on paper". So if this does become op till then I am sorry pilots but I think its for the better.
What data? I know I am not going to be bringing any vehicles out. |
J4yne C0bb
DUST University Ivy League
67
|
Posted - 2013.08.24 20:35:00 -
[225] - Quote
Henchmen21 wrote:What data? I know I am not going to be bringing any vehicles out.
This topic really underscores the need for a Dust test server that players can use, not just devs. Something that is accessible to the entire community, and that does not affect your main characters stats. I know I'd be willing to spend a little time each gaming session playing with different fits, if it provided usable data for the devs in regards to balancing, and I'm sure many others would as well.
I don't know if it's ever been explicitly said by the devs or not, but after 6 months of playing and reading the forums, I get the idea that many of the non-sensical (from the player's perspective) nerfs and buffs have to do with providing devs with data to balance with... they need to see what a particular weapon/vehicle/fit looks like as both underpowered and overpowered, so that they can find the right balance to tweak it to. Basically, it seems like the devs are still testing in production, and just not telling us -- and it becomes irritating because it has an actual affect on the ISK and stats of our characters. What's worse, it leads to ill-will towards the devs and amongst different classes of players in the Dust community.
What would be ideal would be a small test bed that we could all log into from the main menu, and try different fittings out with. The devs could just come out and schedule testing for certain fittings -- just put up a post saying, "Hey guys, today on the test server we're gonna make Swarms OP, so all you AV and tankers jump in for a bit so we can get some data regarding all this". I know I'd be willing to participate. |
Henchmen21
Planet Express LLC
135
|
Posted - 2013.08.24 21:44:00 -
[226] - Quote
J4yne C0bb wrote:Henchmen21 wrote:What data? I know I am not going to be bringing any vehicles out. This topic really underscores the need for a Dust test server that players can use, not just devs. Something that is accessible to the entire community, and that does not affect your main characters stats. I know I'd be willing to spend a little time each gaming session playing with different fits, if it provided usable data for the devs in regards to balancing, and I'm sure many others would as well. I don't know if it's ever been explicitly said by the devs or not, but after 6 months of playing and reading the forums, I get the idea that many of the non-sensical (from the player's perspective) nerfs and buffs have to do with providing devs with data to balance with... they need to see what a particular weapon/vehicle/fit looks like as both underpowered and overpowered, so that they can find the right balance to tweak it to. Basically, it seems like the devs are still testing in production, and just not telling us -- and it becomes irritating because it has an actual affect on the ISK and stats of our characters. What's worse, it leads to ill-will towards the devs and amongst different classes of players in the Dust community. What would be ideal would be a small test bed that we could all log into from the main menu, and try different fittings out with. The devs could just come out and schedule testing for certain fittings -- just put up a post saying, "Hey guys, today on the test server we're gonna make Swarms OP, so all you AV and tankers jump in for a bit so we can get some data regarding all this". I know I'd be willing to participate.
Agreed, I have the same suspension. Particularly when they said they looked at the numbers in regards the the TAC AR re-balancing. But I for one will not throw isk away in heaps so they can pretend like it's not a beta. |
Jean afer Salpun
Amarr Templars Amarr Empire
13
|
Posted - 2013.08.24 21:53:00 -
[227] - Quote
J4yne C0bb wrote:Henchmen21 wrote:What data? I know I am not going to be bringing any vehicles out. This topic really underscores the need for a Dust test server that players can use, not just devs. Something that is accessible to the entire community, and that does not affect your main characters stats. I know I'd be willing to spend a little time each gaming session playing with different fits, if it provided usable data for the devs in regards to balancing, and I'm sure many others would as well. I don't know if it's ever been explicitly said by the devs or not, but after 6 months of playing and reading the forums, I get the idea that many of the non-sensical (from the player's perspective) nerfs and buffs have to do with providing devs with data to balance with... they need to see what a particular weapon/vehicle/fit looks like as both underpowered and overpowered, so that they can find the right balance to tweak it to. Basically, it seems like the devs are still testing in production, and just not telling us -- and it becomes irritating because it has an actual affect on the ISK and stats of our characters. What's worse, it leads to ill-will towards the devs and amongst different classes of players in the Dust community. What would be ideal would be a small test bed that we could all log into from the main menu, and try different fittings out with. The devs could just come out and schedule testing for certain fittings -- just put up a post saying, "Hey guys, today on the test server we're gonna make Swarms OP, so all you AV and tankers jump in for a bit so we can get some data regarding all this". I know I'd be willing to participate. When people have an area to try out fits. There is nothing stoping CCP from having the prospective number only updates be apart of the client, as a future release test area, its more of an issue if it changes in client values which until the core stabalizes will happen with every patch. |
J4yne C0bb
DUST University Ivy League
67
|
Posted - 2013.08.24 23:56:00 -
[228] - Quote
Henchmen21 wrote:Agreed, I have the same suspicion. Particularly when they said they looked at the numbers in regards the the TAC AR re-balancing. But I for one will not throw isk away in heaps so they can pretend like it's not a beta.
It's the same reason we get free crap out of the blue every once in a while, or through "challenges". The free stuff I expect include items that the devs want to test. The other day I got 5 Caldari medium suits out of the blue (I guess everybody did), and I can guess it's because the devs want data on that suit for some specific reason.
Or why the Flaylock was released with the stats it was, which some mercs were saying was OP before it even came out. The devs probably knew it was OP, but that's not exactly what they needed to know to balance... they need to know, quantifiably, how OP it was. So they released it with OP stats, and measured since the start of Uprising how it performed, so they could see where they needed to tone it down. Same with the Tac, and probably every other weapon that gets QQ'd about around here.
We're truly still in beta, to a certain extent. I just wish CCP would move fitting testing off the production server, and somewhere controlled where it's known that you're playing with an under/overpowered fitting, and it doesn't affect your main alt. Make it invite only, if they want. They can create test alts for a pool of vets, and fiddle with the fittings they want us to play with, even SP amount and allocation if they want, according to the data they need to gather. I think most bittervets would be happy to participate. Nobody's gonna ragequit if they die 30 times in a test round playing with an underpowered fit, if they know upfront that it's to help create a better game. |
Henchmen21
Planet Express LLC
137
|
Posted - 2013.08.25 00:20:00 -
[229] - Quote
J4yne C0bb wrote:Henchmen21 wrote:Agreed, I have the same suspicion. Particularly when they said they looked at the numbers in regards the the TAC AR re-balancing. But I for one will not throw isk away in heaps so they can pretend like it's not a beta. It's the same reason we get free crap out of the blue every once in a while, or through "challenges". The free stuff I expect include items that the devs want to test. The other day I got 5 Caldari medium suits out of the blue (I guess everybody did), and I can guess it's because the devs want data on that suit for some specific reason. Or why the Flaylock was released with the stats it was, which some mercs were saying was OP before it even came out. The devs probably knew it was OP, but that's not exactly what they needed to know to balance... they need to know, quantifiably, how OP it was. So they released it with OP stats, and measured since the start of Uprising how it performed, so they could see where they needed to tone it down. Same with the Tac, and probably every other weapon that gets QQ'd about around here. We're truly still in beta, to a certain extent. I just wish CCP would move fitting testing off the production server, and somewhere controlled where it's known that you're playing with an under/overpowered fitting, and it doesn't affect your main alt. Make it invite only, if they want. They can create test alts for a pool of vets, and fiddle with the fittings they want us to play with, even SP amount and allocation if they want, according to the data they need to gather. I think most bittervets would be happy to participate. Nobody's gonna ragequit if they die 30 times in a test round playing with an underpowered fit, if they know upfront that it's to help create a better game.
Exactly, and I know it's two development teams but if EVE can have a test server so should dust. It baffles me that they can't take the good things from one team and put it to work for the other. Maybe it's Sony thing, even so it's only hurting them. |
Jean afer Salpun
Amarr Templars Amarr Empire
13
|
Posted - 2013.08.25 00:26:00 -
[230] - Quote
To publish a client release it has to go thru Sony QA. It takes the same amount of time and money to publish a new version that attaches to TQ If they published a test client we would not see the changes in game for another month at the earliest. |
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Henchmen21
Planet Express LLC
138
|
Posted - 2013.08.25 00:34:00 -
[231] - Quote
Jean afer Salpun wrote:To publish a client release it has to go thru Sony QA. It takes the same amount of time and money to publish a new version that attaches to TQ If they published a test client we would not see the changes in game for another month at the earliest.
So what exactly happens via Sony QA? Certainly not bug detection or the likes given invisible projectiles and all. So just compatibility with Sony's infrastructure? CCP really seemed to shoot themselves in the foot in that regard. |
The Loathing
The Southern Legion
208
|
Posted - 2013.08.25 00:41:00 -
[232] - Quote
Was really hoping for a Deployed Uplink limit per team. I realize we all use the Uplink spam, but a limit would truly make placement and defense an important part of the battle.
The current spam ability is just a little too ridiculous, and can even detract overhead visibility of the area. Maybe less uplinks, but more hitpoints to them would be a better idea.
Anyway, something to think about for 1.5.
But I really do love some of the changes to 1.4. Nice work guys. |
Jean afer Salpun
Amarr Templars Amarr Empire
13
|
Posted - 2013.08.25 00:43:00 -
[233] - Quote
Henchmen21 wrote:Jean afer Salpun wrote:To publish a client release it has to go thru Sony QA. It takes the same amount of time and money to publish a new version that attaches to TQ If they published a test client we would not see the changes in game for another month at the earliest. So what exactly happens via Sony QA? Certainly not bug detection or the likes given invisible projectiles and all. So just compatibility with Sony's infrastructure? CCP really seemed to shoot themselves in the foot in that regard. Considering the rules Sony had before the QA process has been streamlined alot. My understanding is its just a will not break the Sony network/ Play Station check. 5 to 10 working business days to run antivirus software and then what ever regression usability test they do to stress test the code by a Sony employee is pretty fast unless you are doing monthly updates. |
J4yne C0bb
DUST University Ivy League
67
|
Posted - 2013.08.25 00:43:00 -
[234] - Quote
Henchmen21 wrote:Jean afer Salpun wrote:To publish a client release it has to go thru Sony QA. It takes the same amount of time and money to publish a new version that attaches to TQ If they published a test client we would not see the changes in game for another month at the earliest. So what exactly happens via Sony QA? Certainly not bug detection or the likes given invisible projectiles and all. So just compatibility with Sony's infrastructure? CCP really seemed to shoot themselves in the foot in that regard.
Yeah, I would think more like compatibility issues. I won't get into specifics, but for the company I work for, whenever one of our clients submits software of some kind, our devs also check for malicious code. Not that CCP would do that, but Sony's SOP I'm sure is to screen every bit of code that is hosted on their servers for compatibility, bugs (in terms of operating on their console, not playability of the game itself), malicious code, etc. |
Henchmen21
Planet Express LLC
138
|
Posted - 2013.08.25 01:08:00 -
[235] - Quote
J4yne C0bb wrote:Henchmen21 wrote:Jean afer Salpun wrote:To publish a client release it has to go thru Sony QA. It takes the same amount of time and money to publish a new version that attaches to TQ If they published a test client we would not see the changes in game for another month at the earliest. So what exactly happens via Sony QA? Certainly not bug detection or the likes given invisible projectiles and all. So just compatibility with Sony's infrastructure? CCP really seemed to shoot themselves in the foot in that regard. Yeah, I would think more like compatibility issues. I won't get into specifics, but for the company I work for, whenever one of our clients submits software of some kind, our devs also check for malicious code. Not that CCP would do that, but Sony's SOP I'm sure is to screen every bit of code that is hosted on their servers for compatibility, bugs (in terms of operating on their console, not playability of the game itself), malicious code, etc.
So the exact opposite of where I work. Which is put stuff out in the field with not life testing of any sort and panic when they don't work. |
dullrust
Subsonic Synthetics
15
|
Posted - 2013.08.25 02:20:00 -
[236] - Quote
excillon wrote:dullrust wrote: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. I tell you what, we'll prove who's ignorant. You come on over, stand against a wall, I'll drive 1 meter and slam into you, and we'll what happens to you. If you think you'll walk away from that in one piece in real life, you really are an idiot.
Oh no the big bad scary man is going to run me over in real life. Get over it If you note I said back up and turn. From this it can be assumed that 1 you missed 2 I'm aware of you and moving. It's highly unlikely you would be able to squish.me against the wall. You would have to have TURNED ( there's that word again) and tried to hit me from behind while running. Now your vehicle going from a dead stop or at worst a little velocity backwards has to get up to enough speed to cause the necessary truama to flat out kill me. Likely hood of this scenario is I end up on top of your hood with minor injuries or you miss..again.
Also of note we are in armor this armor jumps from extremely high with a dampener that slows it down to acceptable speed not to crush both the clone nor the armor it is inside. Now acceptable speed for that is Waaaay beyond acceptable for the body by itself. So it stands to reason that your vehicle won't insta kill me given 1 to even 10 meters to build up speed.
And finally when is the last time some human adult killed or even seriously injured by a vehicle backing up from a meter or 2 away? What you seem to be angry about is you actually have to TRY to get kills. And now I'm bored with this so please go play gtalk whatever and have fun pretending your awesome at something.
Have a nice day! |
Erik Ellerby
Stand Alone Clones
0
|
Posted - 2013.08.25 02:46:00 -
[237] - Quote
DEV answer only.. with this new SP thing you guys are going to do, is it an add-on to the weekly SP cap? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
218
|
Posted - 2013.08.25 12:02:00 -
[238] - Quote
* 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
what aboot those that already spend SP in there? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
218
|
Posted - 2013.08.25 12:04:00 -
[239] - Quote
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!
why use armor repair?
why reload?
you want points for that too?
scanners dont do anything first hand to damage enemy , thats why you dont need to get WP
imagine the spam of OS if you could get WP from scanning
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Hobo on Fire
Goonfeet Top Men.
51
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Posted - 2013.08.25 14:10:00 -
[240] - Quote
THE TRAINSPOTTER 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! why use armor repair? why reload? you want points for that too? scanners dont do anything first hand to damage enemy , thats why you dont need to get WP imagine the spam of OS if you could get WP from scanning
We get points for repairing friendlies, and for giving them ammo. We get guardian points if a friendly we're actively repairing gets a kill, which would be the most similar to how points for scanning should work.
If scanning an enemy directly leads to a teammate killing them, you should get support points. |
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