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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Logibro
C C P C C P Alliance
613
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Posted - 2013.08.23 12:35:00 -
[1] - Quote
Uprising 1.4 Patch Notes:
Neocom * We have introduced a new GÇ£Recent UpdatesGÇ¥ screen. This screen will be shown the first time a player logs in each day (with the day rolling over during downtime). It contains: mail notifications, SP progression, augmentation countdown and a main panel that switches between market, event news and daily bonus * Added timestamps in chat * Polished pop-up windows, tuned background and blur effects * 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
Controls * Mouse rotation speed caps have been removed * Mouse sensitivity settings have been updated * Replaced old mouse smoothing with a new system * Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use * Overhauled, retuned and reactivated aim assists for the control pad
Movement * Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
HUD * Added squad leader icon for player tags * Added RDV drop off location icon for HUD * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads) * Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen * HP bars and name tag visible only for what you are aiming/firing at * Hit indication from allied sources when friendly fire is disabled * Updated name tags displayed while in the War Barge
Vehicles * Updated LAV free cam view when using the mouse so that it is more dynamic * New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi' * Improved dropship camera view * Improved turret aiming and camera view
Weapons * 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 * 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
Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage
Modules/Equipment * 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) * Made deployed enemy equipment detectable with the active scanner * Active Scanner now causes detected objects to pulse on the HUD/minimap/overview map so that you can more easily identify scan results * Updated equipment deployment system to prevent deployment failures
Maps/Environments * Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map * Introduction of the GÇ£Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets * Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch * Added new night mood layer
Matchmaking * Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing * Matchmaking will now vary wait times in order to try and build better teams * In conjunction with the new matchmaking system, the Battle Finder has been rebuilt to take advantage of the new matchmaking features * 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 * Factional Warfare battles are now available as a queue known as Faction Contracts; players can choose which faction(s) they wish to queue for * Corporation Battles are now found under Corporation Contracts * 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
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * 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 * 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
Corporations * Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed
Starmap * The Starmap now has... CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Arkena Wyrnspire
Turalyon 514
2707
|
Posted - 2013.08.23 12:37:00 -
[2] - Quote
Patch notes! \o/ They're here! |
George Moros
WarRavens League of Infamy
70
|
Posted - 2013.08.23 12:38:00 -
[3] - Quote
Rejoice! |
Reav Hannari
Red Rock Outriders
1012
|
Posted - 2013.08.23 12:39:00 -
[4] - Quote
*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! |
jingle wingle
Edimmu Warfighters Gallente Federation
44
|
Posted - 2013.08.23 12:41:00 -
[5] - Quote
First page!
Quick question: What are considered as 'PVP actions'? |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
322
|
Posted - 2013.08.23 12:42:00 -
[6] - Quote
Bout time jeeeezzz! |
Draxus Prime
BurgezzE.T.F
1382
|
Posted - 2013.08.23 12:44:00 -
[7] - Quote
WOHOO! |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 12:45:00 -
[8] - Quote
CCP Cmdr Wang wrote:steadyhand amarr wrote:I'm liking the new tone of the commander :-)
But in regards to the patch notes, sometimes a fresh pair of eyes can spot things people close to the project can't. Maths is maths afterall. Or the players can outright tell you how they are going to openly exploit a change.
We are the end customer and in the business word customers are a big part of the development process. The gaming world is no diffrent. Please work with us.
And stop using a live eniorment ti teat changes. It's bad practice full stop. Well, I agree but sometimes people forget that this is something really new, a MMO on a console that is working towards a full connection with another MMO on a different platform. So this is something akin to getting a man on the moon, and there were problems along the way there. Did people troll the NASA space program when things didn't go according to plan? Or did they get back on the horse and help provide solutions? We do listen to player feedback and some of them do make it into the game. It would be a lie to say that is not so. I know that it's taken longer than most of you on the forums would like, but it does take time to workout a solution when one is trodding down a path never traveled. A few of you on the forums have been with us all this time, so I am just asking you guys to keep on providing helpful feedback and a little less hate. Hope that's not too much to ask.
This is your problem right here CCP, everyone at CCP working on DUST514 needs to read this post from Wang, and if you find yourself stuck in this mentality you need to immediately banish it from your mind FOREVER. You guys have far too many ideas in your head at the same time, pulling you in so many different directions that you don't even know what areas of this very broken game need to be focused on.
How you can possibly think about "getting a man on the moon" when you still have yet to invent an airplane that can get off the ground?
What you should have done since day one, and what you must do now, is focus ALL of your attention on building an FPS that actually functions. You have to make sure your foundation is set, and set so solidly that you'll never need to change it or think about it again. You should not need to reinvent the way propeller planes fly when you are building your spaceship.
Even if it's just starting with a 1v1 fight and making sure every aspect of that is solid and then moving forward, that is the approach you must take. Once you lock down flawless mechanics for an individual's aiming, hit-detection, movement, weapon balance, and FUN (you still fail to include fun) then you can move forward.
For instance, why are you adding new weapons when the ones that currently exist are not balanced and do not function properly? What do you think will happen when you add more weapons onto an already horribly unbalanced system? You waste so much time introducing new weapons and then trying to balance them- but you're trying to balance them on a completely unbalanced foundation.
How can you expect to build towards to moon when the foundation is constantly changing? You have just spent the last few updates and many months trying to balance out the Mass Driver and Flaylocks, among others, but what is going to happen to that 'balance' when the underlying mechanics are completely overhauled?
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks. |
BL4CKST4R
WarRavens League of Infamy
1198
|
Posted - 2013.08.23 12:45:00 -
[9] - Quote
First page. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
261
|
Posted - 2013.08.23 12:45:00 -
[10] - Quote
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
Can you please specify "PvP Action"? Will I be kicked for running around the battlefield and taking cover from enemy fire because I don't perform a "PvP Action"? |
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daishi mk03
Brutor Vanguard Minmatar Republic
91
|
Posted - 2013.08.23 12:45:00 -
[11] - Quote
That fire interval, lol. Don't know about the rendering, think nothing has changed for railgun tanks, but we'll see. |
Flix Keptick
Red Star. EoN.
44
|
Posted - 2013.08.23 12:46:00 -
[12] - Quote
REJOICE!!! awesome seriously |
Sana Rayya
WASTELAND JUNK REMOVAL
129
|
Posted - 2013.08.23 12:47:00 -
[13] - Quote
Still no mention of the fix on Caldari Logistics shield delay... |
Reav Hannari
Red Rock Outriders
1012
|
Posted - 2013.08.23 12:48:00 -
[14] - Quote
Outpost and battlegrounds are the only new content. The rest is fixes and polish.
I like shiny and new places to explode. More maps is always a very good thing. I will be patient and wait for the full racial line-up. I will be patient. I will be patient!
I'm not patient. I feel like a kid waiting for his new favorite toy but mommy just keeps saying, "you'll shoot your eye out." |
Panther Alpha
DarkWingsss
924
|
Posted - 2013.08.23 12:49:00 -
[15] - Quote
I'm.... SOCK Could it be ? ... an update that actually looks... "SERIOUS" ? Everything looks great in the Patch notes, i actually very exited about all this.... Just don't have any panic attacks in the last moment CCP... PLEASE !! Lets keep moving forwards now... |
G Torq
ALTA B2O
204
|
Posted - 2013.08.23 12:51:00 -
[16] - 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!
Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%
Have fun reloading more often |
Beren Hurin
The Vanguardians
1179
|
Posted - 2013.08.23 12:52:00 -
[17] - 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
|
Posted - 2013.08.23 12:54:00 -
[18] - 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. |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
322
|
Posted - 2013.08.23 12:55:00 -
[19] - Quote
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! |
N1ck Comeau
Ahrendee Mercenaries EoN.
1132
|
Posted - 2013.08.23 12:55:00 -
[20] - Quote
i'm impressed. Matchmaking better be good. I like close matches. |
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Lt Royal
Subdreddit Test Alliance Please Ignore
763
|
Posted - 2013.08.23 12:56:00 -
[21] - Quote
Thank you for releasing the notes earlier. This patch owns! |
Reav Hannari
Red Rock Outriders
1012
|
Posted - 2013.08.23 12:56:00 -
[22] - Quote
G Torq wrote: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! Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% Have fun reloading more often
Reloading is not a problem. Minor change to lock on but basically about SIX times as many volleys as before. LLAV may still run away but tanks are doomed. I'll wait for deployment for final judgement but this is one of those things it would have been nice to discuss before it was set in stone.
|
Sgt Pseudo
Nexus Marines
16
|
Posted - 2013.08.23 12:56:00 -
[23] - 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!
isn't the clip size reduced through the skill change? |
Draxus Prime
BurgezzE.T.F
1382
|
Posted - 2013.08.23 12:57:00 -
[24] - Quote
im happy |
S Park Finner
Guardian Solutions DARKSTAR ARMY
212
|
Posted - 2013.08.23 12:59:00 -
[25] - Quote
Lots of excellent changes. A couple of questions...
Does the skill point bonus count against or add to the weekly skill point cap?
Are there any SP rewards for active scanners to offset the cost of taking up a slot to return squad awareness to its current level? If there are not in this update will there be SPs for this in later updates. If there will be, which update? |
Paladin Sas
Pro Hic Immortalis League of Infamy
208
|
Posted - 2013.08.23 13:00:00 -
[26] - Quote
I thought they also removed the armor burn on vehicles, did they forget to add it to the patch notes again? |
Reav Hannari
Red Rock Outriders
1012
|
Posted - 2013.08.23 13:00:00 -
[27] - Quote
Sgt Pseudo wrote: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! isn't the clip size reduced through the skill change?
I'd like confirmation on this. Is it max ammo on loaded ammo that is being changed? I only have Swarm Ops to 3 and none of the support skills so my ammo was just about factory standard already. As a barely trained user it feels like I'll be making dents much faster in my targets.
|
Brush Master
HavoK Core RISE of LEGION
735
|
Posted - 2013.08.23 13:01:00 -
[28] - Quote
Nice huge SL buff, I assume you are preparing to balance the dropship now. Poor vehicle drivers for the next month are going to get murdered. Thanks for the notes =) |
Big Popa Smurff
Seraphim Initiative..
660
|
Posted - 2013.08.23 13:01:00 -
[29] - Quote
I ******* luv you ccp |
Marston VC
SVER True Blood Public Disorder.
688
|
Posted - 2013.08.23 13:05:00 -
[30] - Quote
not a bad patch at all. IM glad were actually going to get a few new maps to play on, but I really would like to see some PVE :( |
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Absolute Idiom II
No Free Pass
512
|
Posted - 2013.08.23 13:06:00 -
[31] - Quote
Looking good.
Would like some clarity on 3 things:
1) 'PVP actions' 2) The daily login SP award - does it reset to level 1 if you miss day? Or just reduce by a single level. 3) The new maps: can they be added to the maps subforum please? |
Robert JD Niewiadomski
NULLIMPEX INC
433
|
Posted - 2013.08.23 13:06:00 -
[32] - Quote
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... |
Beren Hurin
The Vanguardians
1179
|
Posted - 2013.08.23 13:08:00 -
[33] - 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. |
Aleksander Black
Immortal Retribution
20
|
Posted - 2013.08.23 13:08:00 -
[34] - Quote
"* 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"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think. |
Aleksander Black
Immortal Retribution
20
|
Posted - 2013.08.23 13:10:00 -
[35] - Quote
Also, +1 for night mood and a system to prevent AFK farming. Looking good. |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:10:00 -
[36] - 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. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 13:11:00 -
[37] - Quote
Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost.
See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking.
Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". |
Forlorn Destrier
Bullet Cluster
1451
|
Posted - 2013.08.23 13:12:00 -
[38] - Quote
Aikuchi Tomaru wrote: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 Can you please specify "PvP Action"? Will I be kicked for running around the battlefield and taking cover from enemy fire because I don't perform a "PvP Action"? 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 If we alreay got the skills will we get the difference between new and old refunded? Or is this just SP down the drain?
CCP ususally gives a credit of SP when they make a change like this in Eve, so hopefully they do the same here. |
Reav Hannari
Red Rock Outriders
1013
|
Posted - 2013.08.23 13:14:00 -
[39] - Quote
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.
This one is supposed to be another Gallente styled outpost. The next one which was started shortly after should be the first of the Minmatar. It'll be nice to start seeing more racial varieties.
It'd also be cool, once they have all racial structures available, to have them be the basis for faction warfare. If it's a traditionally Amarr planet it should have all Amarr structures. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5516
|
Posted - 2013.08.23 13:14:00 -
[40] - 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! WP changes are coming in 1.5, this includes WP for scan assists. |
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Absolute Idiom II
No Free Pass
512
|
Posted - 2013.08.23 13:16:00 -
[41] - Quote
Aleksander Black wrote:"* 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"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think.
Well, you can still release the charged shot at any time in those 2 seconds - it'll just take you 2 seconds to reach full charge (rather than the 1.5 seconds it would have been at level 5). |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:16:00 -
[42] - 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. |
Cody Sietz
Bullet Cluster
760
|
Posted - 2013.08.23 13:17:00 -
[43] - Quote
Wait...so how many rounds does my swarm launcher have before having to reload? |
Robert JD Niewiadomski
NULLIMPEX INC
433
|
Posted - 2013.08.23 13:17:00 -
[44] - 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. 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. |
Forlorn Destrier
Bullet Cluster
1451
|
Posted - 2013.08.23 13:18:00 -
[45] - Quote
S Park Finner wrote:Lots of excellent changes. A couple of questions...
Does the skill point bonus count against or add to the weekly skill point cap?
Are there any SP rewards for active scanners to offset the cost of taking up a slot to return squad awareness to its current level? If there are not in this update will there be SPs for this in later updates. If there will be, which update?
Not sure on the 1st questions, but for the second I believe 1.5 will see the changes to the active scanner WP stuffs people have asked for:
Coming up in Uprising 1.5
We have exciting things in store for the next major update to the game, the 1.5 release. We will be revamping the new-player experience, adding more War Point rewards, rebalancing all of the vehicles and their roles, adding features to the squad system, and much more. Please keep the feedback coming and help us improve DUST 514 on all fronts. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
263
|
Posted - 2013.08.23 13:18:00 -
[46] - Quote
Panther Alpha wrote:I'm.... SOCK Could it be ? ... an update that actually looks... "SERIOUS" ? Everything looks great in the Patch notes, i actually very exited about all this.... Just don't have any panic attacks in the last moment CCP... PLEASE !! Lets keep moving forwards now...
It is the first Update of the new patch cycle. So you can expect the next updates to look just like this. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 13:19:00 -
[47] - Quote
CCP Cmdr Wang wrote: Well, I agree but sometimes people forget that this is something really new, a MMO on a console that is working towards a full connection with another MMO on a different platform. So this is something akin to getting a man on the moon, and there were problems along the way there. Did people troll the NASA space program when things didn't go according to plan? Or did they get back on the horse and help provide solutions?
We do listen to player feedback and some of them do make it into the game. It would be a lie to say that is not so. I know that it's taken longer than most of you on the forums would like, but it does take time to workout a solution when one is trodding down a path never traveled. A few of you on the forums have been with us all this time, so I am just asking you guys to keep on providing helpful feedback and a little less hate. Hope that's not too much to ask.
Wow CCP, thanks for removing this post, I'm just going to re-post this in the hopes that it will be read and absorbed by the person deleting it before it's deleted:
This is your problem right here CCP, everyone at CCP working on DUST514 needs to read this post from Wang, and if you find yourself stuck in this mentality you need to immediately banish it from your mind FOREVER. You guys have far too many ideas in your head at the same time, pulling you in so many different directions that you don't even know what areas of this very broken game need to be focused on.
What you should have done since day one, and what you must do now, is focus ALL of your attention on building an FPS that actually functions. You have to make sure your foundation is set, and set so solidly that you'll never need to change it or think about it again. You should not need to reinvent the way propeller planes fly when you are building your spaceship.
Even if it's just starting with a 1v1 fight and making sure every aspect of that is solid and then moving forward, that is the approach you must take. Once you lock down flawless mechanics for an individual's aiming, hit-detection, movement, weapon balance, and FUN (you still fail to include fun) then you can move forward.
What do you think will happen when you add more weapon balances onto an already horribly unbalanced system? You waste so much time introducing weapon balances- but you're trying to balance them on a completely unbalanced foundation.
How can you expect to build towards to moon when the foundation is constantly changing? You have just spent the last few updates and many months trying to balance out the Mass Driver and Flaylocks, among others, but what is going to happen to that 'balance' when the underlying mechanics are completely overhauled?
At this point I would say that your only real path forward is to just shut it down, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". |
daishi mk03
Brutor Vanguard Minmatar Republic
91
|
Posted - 2013.08.23 13:19:00 -
[48] - Quote
Cody Sietz wrote:Wait...so how many rounds does my swarm launcher have before having to reload?
Doesn't matter, because you can empty you clip and reload faster in 1.4, than shooting you clip without reloading in 1.3. |
Beren Hurin
The Vanguardians
1185
|
Posted - 2013.08.23 13:21:00 -
[49] - 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. |
Delta 749
Kestrel Reconnaissance
1807
|
Posted - 2013.08.23 13:21:00 -
[50] - Quote
Well it was nice playing with you guys but since mouse is now king and controllers just cant keep up on a mechanical level I think I might be turning in for good now
Inb4 I can haz isk, Im passing it out to some newberries |
|
Absolute Idiom II
No Free Pass
513
|
Posted - 2013.08.23 13:22:00 -
[51] - Quote
InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up".
If you don't like the game, just **** off and play something else. |
Aleksander Black
Immortal Retribution
21
|
Posted - 2013.08.23 13:23:00 -
[52] - Quote
Absolute Idiom II wrote:Aleksander Black wrote:"* 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"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think. Well, you can still release the charged shot at any time in those 2 seconds - it'll just take you 2 seconds to reach full charge (rather than the 1.5 seconds it would have been at level 5).
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. |
Reav Hannari
Red Rock Outriders
1014
|
Posted - 2013.08.23 13:23:00 -
[53] - Quote
InsidiousN wrote:... stuff...
I'm guessing you've never had a crappy day and said stuff you shouldn't have. Just let it go. |
N1ck Comeau
Ahrendee Mercenaries EoN.
1132
|
Posted - 2013.08.23 13:24:00 -
[54] - Quote
If swarms can empty there clip in like a second tanks are ruined. Please break lock or something in between shots. |
Forlorn Destrier
Bullet Cluster
1452
|
Posted - 2013.08.23 13:26:00 -
[55] - Quote
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: Ashland Border Gulch (new) Fracture Road (new) Impact Ridge (new) Iron Delta Line Harvest Manus Peak Skim Junction Spine Crescent
Outposts: Biomass Communications Orbital Artillery Research Facility (new) |
Beren Hurin
The Vanguardians
1185
|
Posted - 2013.08.23 13:28:00 -
[56] - 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. |
Vrain Matari
ZionTCD
732
|
Posted - 2013.08.23 13:28:00 -
[57] - Quote
This looks good, CCP. At a first quick reading no alarm bells went off, and the vast majority of the changes are addressing things that needed to be addressed. There are several welcome gameplay and quality of life additions here.
The change that surprises me most is the removal of turn rate restrictions from the heavies.
My alt grew up as a heavy. The turn rate restriction was never really an issue if you turned with both sticks. With heavies now in a reasonably healthy state this new equalized turn rate is going to be a solid buff for heavies. I'm really wondering what it's going to be like facing a kb/m heavy now. Fairly brutal, i'm guessing.
And lastly, the earlier relase of patch notes is very much appreciated. You are going to see many valuable and healthy discussions come out of this on the forums. Win-win ;) |
Beren Hurin
The Vanguardians
1186
|
Posted - 2013.08.23 13:29:00 -
[58] - 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 |
Kekklian Noobatronic
Goonfeet Top Men.
311
|
Posted - 2013.08.23 13:30:00 -
[59] - Quote
Now if only we could get a redline fix.. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
198
|
Posted - 2013.08.23 13:31:00 -
[60] - Quote
Woaaa CCP you guys feeling ok? This patch truly does go some-way towards making DUST a better game. Many good changes in there!
More than we expected actually. Good job. Keep up this level of work and I assure you the crying on the forums will be over within a few more months. |
|
KingBabar
Ancient Exiles
1057
|
Posted - 2013.08.23 13:32:00 -
[61] - Quote
When? |
Cody Sietz
Bullet Cluster
760
|
Posted - 2013.08.23 13:33:00 -
[62] - Quote
daishi mk03 wrote:Cody Sietz wrote:Wait...so how many rounds does my swarm launcher have before having to reload? Doesn't matter, because you can empty you clip and reload faster in 1.4, than shooting you clip without reloading in 1.3. I had 5 rounds before, and before that I had 4...guess I only have 2 now...
2 rounds into a Maddy...3 sec reload...he kills me or runs away and reps. I don't even wanna talk about shield logi LLAVs... |
Forlorn Destrier
Bullet Cluster
1455
|
Posted - 2013.08.23 13:34:00 -
[63] - Quote
Beren Hurin wrote: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
You're right - I misread your first sentence. Still, it's good to list them all out - I've seen a lot of people say we only have 3 total maps, which is why I probably misread yours thinking you were saying the same thing. |
Delta 749
Kestrel Reconnaissance
1807
|
Posted - 2013.08.23 13:36:00 -
[64] - Quote
N1ck Comeau wrote:If swarms can empty there clip in like a second tanks are ruined. Please break lock or something in between shots.
Lock already breaks between shots, actually learn about the swarms before complaining |
Knight Soiaire
Better Hide R Die
1974
|
Posted - 2013.08.23 13:37:00 -
[65] - Quote
Cody Sietz wrote:daishi mk03 wrote:Cody Sietz wrote:Wait...so how many rounds does my swarm launcher have before having to reload? Doesn't matter, because you can empty you clip and reload faster in 1.4, than shooting you clip without reloading in 1.3. I had 5 rounds before, and before that I had 4...guess I only have 2 now... 2 rounds into a Maddy...3 sec reload...he kills me or runs away and reps. I don't even wanna talk about shield logi LLAVs...
You have 3 shots in a clip now.
Unless you're using Militia. |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
325
|
Posted - 2013.08.23 13:37:00 -
[66] - 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. I hope so. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 13:41:00 -
[67] - Quote
Absolute Idiom II wrote:InsidiousN wrote:See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking.
Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". If you don't like the game, just **** off and play something else.
I like the idea of this game and I'm trying to explain how it can be fixed in an efficient manner with the least amount of headaches- by shutting it down to fix it.
If everyone listened to your asinine yelling there wouldn't be a game for you to play. I hoping that CCP can avoid having everyone **** off and play something else and you should too. |
Lt Royal
Subdreddit Test Alliance Please Ignore
764
|
Posted - 2013.08.23 13:41:00 -
[68] - Quote
3rd of September. |
hydraSlav's
Ostrakon Agency Gallente Federation
267
|
Posted - 2013.08.23 13:42:00 -
[69] - Quote
I am impressed with these change notes.
Thank you CCP! |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
190
|
Posted - 2013.08.23 13:43:00 -
[70] - Quote
Ya reload now cost less a 6x for old mod was to much. |
|
Heligg
LA 501 eme Citizens of Nowhere
19
|
Posted - 2013.08.23 13:44:00 -
[71] - Quote
That is huge work, congratulation CCP guys!! |
Kevall Longstride
DUST University Ivy League
484
|
Posted - 2013.08.23 13:48:00 -
[72] - Quote
A very good solid patch.
I just have a couple of concerns/questions.
KB&M. This looks like it might mean that DS3 users might get royally shafted here. Are you going to carefully monitor the metrics on this and have hot fixes ready if it goes wrong. If you've over buffed KB&M and wait as long as its taken to fix murder taxis, you'll find player numbers dropping like a lead balloon.
AFK fix. Please define non PVP actions. I know you'll not want to tell us so the ****tards that do it don't try and figure out a way to get round it. But some info would be good.
Matchmaking. If there was ever a feature demanding of a very detailed Dev blog, its this one.
This player info hub. Is very any chance that CEO and directors can see this info when processing applicants?
That's all for now but if I think of anything else.. |
thereal Gmofthugga
Ametat Security Amarr Empire
0
|
Posted - 2013.08.23 13:49:00 -
[73] - Quote
Great Patch, next you can disable the HUD, please CCP, make this available. |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
658
|
Posted - 2013.08.23 13:50:00 -
[74] - Quote
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. |
Niuvo
The Phoenix Federation
393
|
Posted - 2013.08.23 13:52:00 -
[75] - Quote
This patch sounded so badass, I had to read it in spanish first. |
Soraya Xel
New Eden's Most Wanted Top Men.
355
|
Posted - 2013.08.23 13:53:00 -
[76] - Quote
We definitely need detail on what "PvP Action" is.
- Being within a certain distance from any objective should keep you good. You can't safely AFK on an objective, but you shouldn't boot someone for guarding a point, even if it's not currently being attacked. - I assume this needs to account for people who are a bad shot, so inflicting damage can't be the only marker. Shooting at people needs to be enough. - Does this affect Planetary Conquest? What if there's no opponent? |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
326
|
Posted - 2013.08.23 13:53:00 -
[77] - Quote
September 3rd. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1568
|
Posted - 2013.08.23 13:55:00 -
[78] - Quote
Woot! These patch notes look good. Can't wait to play with the new build.
|
Funkmaster Whale
0uter.Heaven
268
|
Posted - 2013.08.23 13:59:00 -
[79] - Quote
Nice changes but I'm a bit saddened nothing is really being done to balance infantry combat. Even with the armor buff, explosion spam is so rampant, especially in PC, that that little bit of extra health won't stop a Core Locus Nade or MD.
CCP, if there's one thing I could ask of you as someone who is getting fed up with PC because of the insane AoE spam tactics is this: please remove grenade restocking from Nanohives and retune the damage scaling on grenades from STD to PRO level. Core Locus has become everyone's favorite weapon in PC, even so far as people choosing to cook grenades in CQC instead of shooting because lag and hit detection have been so awful. |
Beren Hurin
The Vanguardians
1189
|
Posted - 2013.08.23 14:00:00 -
[80] - 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. |
|
Niuvo
The Phoenix Federation
393
|
Posted - 2013.08.23 14:00:00 -
[81] - Quote
What if they take off the mini-map and have everything show in-game like enemy outlines through walls. That way it will look real cool if the game made you focus more on what's in front of you. You'll be aware of your surroundings without having to rely on the mini-map. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
191
|
Posted - 2013.08.23 14:02:00 -
[82] - Quote
I'm not ccp so I thank the PvP action is. In combat zone not red, movement even mouse movement every 100sec it probably warn u, hacking fight all that non since. Why this doesn't hurt redline snipeing or tanks is, the minute movement you make to fire and uselessly they hit someone when they fire. Also active war point are stop after 1m in redline but once on the battlefield active points will return. |
Reimus Klinsman
Guardian Solutions DARKSTAR ARMY
344
|
Posted - 2013.08.23 14:07:00 -
[83] - Quote
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
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins)
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? |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
658
|
Posted - 2013.08.23 14:08:00 -
[84] - Quote
Beren Hurin wrote: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.
The buffs to the swarms and forge are unnessasery untill the balanceing in 1.5 . I verry verry rarely run solo 90% in a full squad as suoport. I do dig the scanning buffs however they work for and against me as they will everyone so thats a irrelevent argument . I just think the av weponary buff could have waited till the balancing in 1.5. |
Takahiro Kashuken
Red Star. EoN.
992
|
Posted - 2013.08.23 14:08:00 -
[85] - Quote
You have killed vehicles for the next month
I hope 1.5 is ******* special because its going to need vehicles which can tank at least swarms which can fire 3 volleys at you and not insta pop in 1 second |
Reimus Klinsman
Guardian Solutions DARKSTAR ARMY
344
|
Posted - 2013.08.23 14:09:00 -
[86] - Quote
Also weapon switching needs to be fixed. Often times when you switch primary/sidearm the game switches your right back. glitchiness increases with lag also. |
xAckie
Ahrendee Mercenaries EoN.
296
|
Posted - 2013.08.23 14:11:00 -
[87] - Quote
so no changes to the DS3? but to mouse?? On a console? |
Robert JD Niewiadomski
NULLIMPEX INC
435
|
Posted - 2013.08.23 14:15:00 -
[88] - 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. After consideration i think i can accept this nerf. But name tags should remain. When they are gone now for non aiming teammates i can't say shoot at Beren Hurin, cos currently only i know where Beren stands among other five reds... And everybody else have to scan the scene with their weapons to pick Beren out...
Another scenario. You run in particular direction. You spot a red. Now you have to aim your weapon to know more ...AND CHANGE your movement direction. Or pause for a while, just to take a scan. And score a bullet to your head...
|
ZDub 303
TeamPlayers EoN.
1777
|
Posted - 2013.08.23 14:18:00 -
[89] - Quote
so after reading the patch notes its safe to assume that medium suit bonuses wont be changing in the foreseeable future?
Nothing said yet on drop suit changes for 1.5 (given that its a vehicle focused patch) so we can assume dropsuit stats will remain this way until 1.6 at the earliest? |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
16
|
Posted - 2013.08.23 14:23:00 -
[90] - Quote
CCP Team...great patch, thanks for the work.
You hit several big marks for the community and a bunch of small ones that really start to add up. Kudos and keep patches rolling in.
Ps...I'm a assault scrambler and swarm user so I'm all about the upgrades! |
|
Shruikan Iceeye
Brotherhood of Seals
4
|
Posted - 2013.08.23 14:26:00 -
[91] - Quote
YES!! Finally I'll slaughter with that scrambler rifle improvement. Now i feel like skilling into scramblers will really pay off. |
Marc Rime
Zumari Force Projection Caldari State
150
|
Posted - 2013.08.23 14:30:00 -
[92] - Quote
Will the changes to turn speed for mouse also affect PS Move by any chance? You guys haven't forgotten that, have you? I mean, we get the splash screens indicating it's supported every time we load the game. ;) |
Fire9er Greko
Mango and Friends
0
|
Posted - 2013.08.23 14:31:00 -
[93] - Quote
G Torq wrote: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! Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% Have fun reloading more often
Reloading more often is cheaper now and less sp intensive |
RECON BY FIRE
Ancient Exiles
240
|
Posted - 2013.08.23 14:35:00 -
[94] - Quote
Dumb. Completely and utterly dumb. For every one good thing there are two bad things that are both ten times as bad as the one thing is good. |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
209
|
Posted - 2013.08.23 14:35:00 -
[95] - Quote
Reload and ammo buff for plasma cannon. Kb/m buff. New maps. Better aiming. No death taxis. Free sp for casual players.
This gun b guuud.
Time to buy a veteran pack. |
Hobo on Fire
Goonfeet Top Men.
31
|
Posted - 2013.08.23 14:41:00 -
[96] - Quote
Swarm launcher has to re-lock onto a target between each shot; with the new operation bonus a proto-swarm user will have roughly double the rate of fire, but will only get 3 shots instead of 5 before having to reload. Your HAV's are only in slightly more danger from dedicated AV players, and the standard swarms won't feel much different at all. |
Lightning xVx
Diamond-Dogs
148
|
Posted - 2013.08.23 14:50:00 -
[97] - Quote
Will the excess SP be refunded for skills already placed into Reload Speed? |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
41
|
Posted - 2013.08.23 14:51:00 -
[98] - Quote
Thanks for the big patch CCP.
Like a lot of things and appreciate the work. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3239
|
Posted - 2013.08.23 14:51:00 -
[99] - Quote
Kevall Longstride wrote:A very good solid patch.
I just have a couple of concerns/questions.
KB&M. This looks like it might mean that DS3 users might get royally shafted here. Are you going to carefully monitor the metrics on this and have hot fixes ready if it goes wrong. If you've over buffed KB&M and wait as long as its taken to fix murder taxis, you'll find player numbers dropping like a lead balloon.
AFK fix. Please define non PVP actions. I know you'll not want to tell us so the ****tards that do it don't try and figure out a way to get round it. But some info would be good.
Matchmaking. If there was ever a feature demanding of a very detailed Dev blog, its this one.
This player info hub. Is very any chance that CEO and directors can see this info when processing applicants?
That's all for now but if I think of anything else.. Basically, can you at least tell us if that means we have to kill people, or if support actions count as well?
I know that seems like a dumb questions, but as a dedicated Logi who doesn't get many kills, I'd like to make sure. |
FATPrincess - XOXO
Shining Flame Amarr Empire
452
|
Posted - 2013.08.23 14:55:00 -
[100] - Quote
Why are you buffing the Swarm Launcher when everybody is saying that AV is over powered? There was no need to buff the gun when it was fine. I hope it's because of the vehicle rework....
-XOXO |
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
311
|
Posted - 2013.08.23 15:02:00 -
[101] - Quote
Apart from the blatant pander to the KBM crowd and the normalizing of the turn speed for heavies I think its an OK update.
But if that is it in its entirety I ask again, why was CCP hyping this so much. Its solid but far from outstanding. Where are the new weapons (rifles at least) and new heavy?
At least we got a new map - hopefully that brings a few new map layouts. I wish CCP and IWS would understand that just changing a structure on a map when all the objectives an terrain are in the same location doesnt change the "map" that much or make it a unique experience.
I will enjoy this and hopefully the KBM doesnt ruin the experience for the DS3 users but it now appears we are waiting until November for new infantry content (if the next one is for vehicles which I know those players desperately need) and thats a bummer.
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
140
|
Posted - 2013.08.23 15:16:00 -
[102] - Quote
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!
|
RKKR
The Southern Legion
325
|
Posted - 2013.08.23 15:24:00 -
[103] - Quote
No fix to the repair-tool bug?
God I wonder why we have to swallow those "Where are the logis when you need them"-threads ;-) |
zzZaXxx
The Exemplars Top Men.
205
|
Posted - 2013.08.23 15:24:00 -
[104] - Quote
xAckie wrote:so no changes to the DS3? but to mouse?? On a console?
Big changes to DS3 |
Mossellia Delt
Militaires Sans Jeux
73
|
Posted - 2013.08.23 15:33:00 -
[105] - Quote
CCP screws over scouts so much that they are not worth playing now, THEN takes away MMC camping? Well, im quiting the game till 1.6 or 1.7 or whenever they fix scout suits.
Also thanks for buffing kb/m when gamepads are already **** compaired to them. |
Vrain Matari
ZionTCD
733
|
Posted - 2013.08.23 15:34:00 -
[106] - Quote
zzZaXxx wrote:xAckie wrote:so no changes to the DS3? but to mouse?? On a console? Big changes to DS3 To me it reads like big changes to aim assist. That's a separate thing.
But they did talk nebulously about tweaking parameters. That might apply to DS3.
Great topic for a detailed devblog after release, Wolfie. |
Jade Hasegawa
Intrepidus XI EoN.
57
|
Posted - 2013.08.23 16:00:00 -
[107] - Quote
jingle wingle wrote:First page!
Quick question: What are considered as 'PVP actions'?
Also, loving those skills and armor changes At a guess firing your weapon etc |
low genius
the sound of freedom Renegade Alliance
344
|
Posted - 2013.08.23 16:06:00 -
[108] - Quote
looks great. the heavies needed this one. |
|
CCP Rattati
C C P C C P Alliance
0
|
Posted - 2013.08.23 16:09:00 -
[109] - Quote
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. |
|
Bendtner92
Imperfects Negative-Feedback
931
|
Posted - 2013.08.23 16:12:00 -
[110] - 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. Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. |
|
Kevall Longstride
DUST University Ivy League
486
|
Posted - 2013.08.23 16:15:00 -
[111] - Quote
I have heard rumour that this update to KB&M will be the last they do for a very long time. Any other work on it now will purely to fix any bugs that come up and when the remapping of your chosen keyboard layout.
All further work on controls will be focused on DS3. There's just too many gaming mice that can be set up to compensate for any aiming nerfs that CCP can bring in to achieve parity between the two control systems.
They should kill KB&M support in my honest opinion. But the genies out of the bottle I suppose now. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
142
|
Posted - 2013.08.23 16:19:00 -
[112] - Quote
Mossellia Delt wrote:CCP. . . takes away MMC camping? Well, im quiting the game till. . . More delicious tears! GREAT JOB CCP! |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
142
|
Posted - 2013.08.23 16:21:00 -
[113] - Quote
Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2049
|
Posted - 2013.08.23 16:22:00 -
[114] - 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.
Welcome to the forums. |
Bendtner92
Imperfects Negative-Feedback
931
|
Posted - 2013.08.23 16:23:00 -
[115] - Quote
Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? If we don't know the details we can't point out flaws with it. |
Kevall Longstride
DUST University Ivy League
486
|
Posted - 2013.08.23 16:24:00 -
[116] - Quote
Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it?
I want to know so I can spot anyone trying to circumvent them and report the exploit. |
Reav Hannari
Red Rock Outriders
1018
|
Posted - 2013.08.23 16:26:00 -
[117] - Quote
Mossellia Delt wrote:CCP screws over scouts so much that they are not worth playing now, THEN takes away MMC camping? Well, im quiting the game till 1.6 or 1.7 or whenever they fix scout suits.
Also thanks for buffing kb/m when gamepads are already **** compaired to them.
Scout is my secondary role and I don't have any issues placing in the top three in match using a DS3. I'm also old with slow reactions. What are you trying to do as a scout that you think they are not even worth playing?
|
Iron Wolf Saber
Den of Swords
7689
|
Posted - 2013.08.23 16:30:00 -
[118] - Quote
I think the swarm changes where to fix an issue with the firing cycle. Players that were launching with the weapon were forced into a second and a half lul of being unable to do anything such as sprinting, reloading, swapping weapons, meleeing. As for lock speed that was the old bonus. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
143
|
Posted - 2013.08.23 16:30:00 -
[119] - Quote
Bendtner92 wrote:Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? If we don't know the details we can't point out flaws with it. I don't see the value in explaining to the player base--myself included--of the exact details of the AFK-kick system. You want it to point out flaws, and of course your good intentions are on "the honor system" that they won't be used for ill purposes. Don't forget that CCP used "the honor system" that people would log into matches and--I dunno--actually play the game. We see how well that worked out.
|
Iron Wolf Saber
Den of Swords
7689
|
Posted - 2013.08.23 16:31:00 -
[120] - Quote
Bendtner92 wrote:Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? If we don't know the details we can't point out flaws with it.
Well been poking around about it, and I think they gone as far to test it to see if it was lego mindstorm proof. |
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
143
|
Posted - 2013.08.23 16:31:00 -
[121] - Quote
Reav Hannari wrote:Mossellia Delt wrote:CCP screws over scouts so much that they are not worth playing now, THEN takes away MMC camping? Well, im quiting the game till 1.6 or 1.7 or whenever they fix scout suits.
Also thanks for buffing kb/m when gamepads are already **** compaired to them. Scout is my secondary role and I don't have any issues placing in the top three in match using a DS3. I'm also old with slow reactions. What are you trying to do as a scout that you think they are not even worth playing? Silly Reav. He answered that. He was "MMC" camping.
|
Spkr4theDead
International-Fleet
440
|
Posted - 2013.08.23 16:34:00 -
[122] - Quote
A swarm launcher nerf! LOL! |
Bendtner92
Imperfects Negative-Feedback
931
|
Posted - 2013.08.23 16:36:00 -
[123] - Quote
Iron Wolf Saber wrote:Well been poking around about it, and I think they gone as far to test it to see if it was lego mindstorm proof. So what is considered a PVP action and what is the timer?
I don't think people would want to be playing as normal and get kicked because CCP missed including a specific action into this fix. So we really need the details of this fix to point out flaws with it. |
Knight Soiaire
Better Hide R Die
1975
|
Posted - 2013.08.23 16:38:00 -
[124] - Quote
Iron Wolf Saber wrote:Bendtner92 wrote:Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? If we don't know the details we can't point out flaws with it. Well been poking around about it, and I think they gone as far to test it to see if it was lego mindstorm proof.
Yes.
But can you at least share with us what it is?
Distance travelled? WP Gains? Kills? Deaths?
What goes under 'PVP Activity'? |
Spkr4theDead
International-Fleet
440
|
Posted - 2013.08.23 16:42:00 -
[125] - Quote
Also, for AFK farming, what's the timer on it? Sometimes we have to run to the bathroom, or make something to eat during a redline, or change a baby, or let in/out a dog, things like that. |
|
CCP Rattati
C C P C C P Alliance
5
|
Posted - 2013.08.23 16:44:00 -
[126] - Quote
Other thing, the scanner changes prompted me to skill a little into scanning, made a little sniper hunter fit, and I can honestly say that scanning a rooftop sniper and hunting him down, is one of the most fun things I have done in a long time.
Not only killing them, but the "You have been scanned" message seems to have a remarkable negative effect on one's desire to remain motionless, so even if not proceeding to kill them, I am at least helping the team, by flushing out the foxhole. |
|
Bendtner92
Imperfects Negative-Feedback
931
|
Posted - 2013.08.23 16:44:00 -
[127] - Quote
Spkr4theDead wrote:Also, for AFK farming, what's the timer on it? Sometimes we have to run to the bathroom, or make something to eat during a redline, or change a baby, or let in/out a dog, things like that. Yeah I honestly don't know why they insist on keeping this info from us.
It's not like it can't be figured out in the first match after the patch drops. |
|
CCP Logibro
C C P C C P Alliance
661
|
Posted - 2013.08.23 16:47:00 -
[128] - Quote
Hey guys, I'll try to get some more hard details on the AFK system for you. But as far as Rubber bands go, I've been told it's pretty rubber band proof (and if you do find the right arrangement to make them work, please tell us via support ticket so we can fix it.) CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Flyingconejo
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.08.23 16:49:00 -
[129] - Quote
Overall, with the slower strafe speed, and if the hit detection and aiming improvements work, all weapons that don't rely in AOE (AR, SR, HMG, SP, SMG, Shotguns,...) will perform better, so they have received a buff.
CCP Logibro wrote:
* Overhauled, retuned and reactivated aim assists for the control pad *... strafe speeds .......(net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed * Adjusted Armor Plate / Ferroscale Plate / Reactive Plate attributes * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * More hit detection improvements
Huge buff for the Heavy, they have received the best part of the patch. They were in need of some love, and with these changes they will be the kings of CQC again. Time will tell if they were overbuffed or not.
Expect lots of "Heavies are OP" QQ threads.
CCP Logibro wrote: * 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
Laser has been revived, since these were the 2 things that had killed the weapon. Now that it can actually be used, it's time to see if the rest of the stats are good enough.
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%
Huge buff to swarm launchers, and a completely unnecessary one, at least with current vehicles. This change only makes sense if it was made with the coming 1.5 vehicle revamp in mind.
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
What actions qualify as PVP activity? I would not want to be kicked for spending 2 minutes running towards the back of the enemy to drop an uplink.
I like the patch, it might be the best one so far, and if everything works, it will bring the game closer to what it should have been at launch. It is a pity that we have had to wait until now to get things that should have been there 6 months ago. |
Bendtner92
Imperfects Negative-Feedback
931
|
Posted - 2013.08.23 16:49:00 -
[130] - Quote
CCP Logibro wrote:Hey guys, I'll try to get some more hard details on the AFK system for you. But as far as Rubber bands go, I've been told it's pretty rubber band proof (and if you do find the right arrangement to make them work, please tell us via support ticket so we can fix it.) Thank you.
I don't think people would want to get kicked just because you forgot to include certain actions into "PVP actions". |
|
Vrain Matari
ZionTCD
733
|
Posted - 2013.08.23 16:49:00 -
[131] - Quote
Kevall Longstride wrote:I have heard rumour that this update to KB&M will be the last they do for a very long time. Any other work on it now will purely to fix any bugs that come up and when the remapping of your chosen keyboard layout.
All further work on controls will be focused on DS3. There's just too many gaming mice that can be set up to compensate for any aiming nerfs that CCP can bring in to achieve parity between the two control systems.
They should kill KB&M support in my honest opinion. But the genies out of the bottle I suppose now. My feeling is that it is very difficult to balance them, but that it's worth trying and investing seriously in.
There is a danger that it splits the community, but that is not an absolute.
If it doesn't work and CCP has to take a beating over it, fine. But on the positive side, finding a way to balance the two(ok three with MOVE) would serve DUST and CCP well. Being free to make that choice has 'New Eden' written all over it imo.
DUST, when healthy and growing, will be pulling it's playerbase from the entire gaming community, not just console fpsers.
I say hit it with your best shot CCP, and don't give up too soon. |
Zekain Kade
TeamPlayers EoN.
1530
|
Posted - 2013.08.23 16:52:00 -
[132] - Quote
I guess I'm going to hang up my already under powered gunny, and just forge snipe all day.
|
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CCP Rattati
C C P C C P Alliance
6
|
Posted - 2013.08.23 16:58:00 -
[133] - Quote
Zeylon Rho wrote: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. Welcome to the forums.
Thanks, though I am long time lurker, played every build since pre-alpha. I have a dreadful KDR to show for it though. I even bought BF3 to train my DS3 after two decades of mouse FPSing. |
|
Spkr4theDead
International-Fleet
440
|
Posted - 2013.08.23 17:01:00 -
[134] - Quote
Delta 749 wrote:Well it was nice playing with you guys but since mouse is now king and controllers just cant keep up on a mechanical level I think I might be turning in for good now
Inb4 I can haz isk, Im passing it out to some newberries Figures
Do let the door hit you on the way out. |
excillon
united we stand x
38
|
Posted - 2013.08.23 17:02:00 -
[135] - Quote
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? |
Poonmunch
DUST University Ivy League
210
|
Posted - 2013.08.23 17:10:00 -
[136] - Quote
Man, this stuff sounds good.
Lots of potential with this patch!
I hope they all come out with so much to offer and so many intelligent tweaks.
I'm cautiously optimistic.
Munch |
Ted Nugget
SVER True Blood Public Disorder.
188
|
Posted - 2013.08.23 17:10:00 -
[137] - Quote
can i have a respec to spec out of vehicles as they are completely useless now... lets make swarms op when they can already shoot so freakin far its ridiculous... please let me spec into infantry by giving me a respec |
Ted Nugget
SVER True Blood Public Disorder.
188
|
Posted - 2013.08.23 17:11:00 -
[138] - Quote
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 |
Delta 749
Kestrel Reconnaissance
1820
|
Posted - 2013.08.23 17:14:00 -
[139] - Quote
Spkr4theDead wrote:Delta 749 wrote:Well it was nice playing with you guys but since mouse is now king and controllers just cant keep up on a mechanical level I think I might be turning in for good now
Inb4 I can haz isk, Im passing it out to some newberries Figures Do let the door hit you on the way out.
You still want my nuts eh, sorry but Im just not into guys And what was with you ducking out of squadding up monday? You made this big deal about doing it and then I got no reply from you |
Ted Nugget
SVER True Blood Public Disorder.
188
|
Posted - 2013.08.23 17:15:00 -
[140] - Quote
Bendtner92 wrote:Spkr4theDead wrote:Also, for AFK farming, what's the timer on it? Sometimes we have to run to the bathroom, or make something to eat during a redline, or change a baby, or let in/out a dog, things like that. Yeah I honestly don't know why they insist on keeping this info from us. It's not like it can't be figured out in the first match after the patch drops.
an imperfect asking for the afk timer.... wow.... afk much? go figure.. |
|
excillon
united we stand x
38
|
Posted - 2013.08.23 17:24:00 -
[141] - Quote
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.
|
Iron Wolf Saber
Den of Swords
7691
|
Posted - 2013.08.23 17:25:00 -
[142] - Quote
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. |
Iron Wolf Saber
Den of Swords
7693
|
Posted - 2013.08.23 17:26:00 -
[143] - Quote
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. |
0bi wan-jacobi
Ancient Exi1es
23
|
Posted - 2013.08.23 17:32:00 -
[144] - Quote
So ccp when will be fixing your new swarms 1.5? Thanks for once again screwing something up for no reason. |
excillon
united we stand x
38
|
Posted - 2013.08.23 17:35:00 -
[145] - Quote
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. |
Soraya Xel
New Eden's Most Wanted Top Men.
359
|
Posted - 2013.08.23 17:38:00 -
[146] - Quote
Kevall Longstride wrote:They should kill KB&M support in my honest opinion. But the genies out of the bottle I suppose now.
If they ever removed KB/M support, they'd get a bill for the $300 I've spend on AUR, and the $300 I spent buying a PS3 and a keyboard and a mouse.
Serious players will play with whatever they can handle best. You can get a keyboard and a mouse for like $10, so it's not like you can cry about something being unfair. I have to use a DS3 for a lot of things, even as a KB/M user, because menus still suck for KB/M, and squad orders are completely unusable.
Not to mention, CCP probably has the Tab key mapped the way it is as a punishment to keyboard users. "Want to weapon switch? How about you suicide instead." |
PIanetsideTwo Bomber
Expert Intervention Caldari State
15
|
Posted - 2013.08.23 17:51:00 -
[147] - Quote
Wow a few new battle grounds woooooow, not impressed |
Kevall Longstride
DUST University Ivy League
488
|
Posted - 2013.08.23 17:51:00 -
[148] - 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.
If you read the blog it says that if you hit someone at speed you still kill them. Tapping them at 1mph and doing over 10k of insta death has been stopped. You can still Murder Taxi. Difference is now you need to be actually good at it and avoid the SL's.
You know, oh what's it called again.... Using actual skill. |
Ryder Azorria
Amarr Templars Amarr Empire
512
|
Posted - 2013.08.23 17:53:00 -
[149] - 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. Sigh, read the damn dev blog people
Dev Blog wrote:WeGÇÖve completely overhauled and retuned the aim-assist systems, made extensive changes to the vision system (including disabling shared squad vision), re-tuned most parameters, and added new player icons. We have also dramatically reduced the issues with LAV collision damage; They now do damage based on the speed that a vehicle is traveling. This means it is far more difficult to roadkill infantry, though not impossible. You just have to mean it more! :)
Also, double nerf for murder taxis - completely fair. |
excillon
united we stand x
38
|
Posted - 2013.08.23 17:58:00 -
[150] - Quote
Ryder Azorria wrote: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. Sigh, read the damn dev blog people Dev Blog wrote:WeGÇÖve completely overhauled and retuned the aim-assist systems, made extensive changes to the vision system (including disabling shared squad vision), re-tuned most parameters, and added new player icons. We have also dramatically reduced the issues with LAV collision damage; They now do damage based on the speed that a vehicle is traveling. This means it is far more difficult to roadkill infantry, though not impossible. You just have to mean it more! :) Also, double nerf for murder taxis - completely fair.
So if I'm driving up hill and of course more slowly, and there's an enemy on the other side, and I go over the hill, and come down on top of the guy, because I'm not going fast he doesn't go splat? I get run over as much as anyone else, and as I said I don't use them all the time, but it's a nice option to have. I never complained about murder taxis, even when I'm the victim. I guess some of us know how to suck it up. |
|
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.
|
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
|
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.
|
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...
|
|
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.)
|
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 |
|
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
|
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.
|
Leadfoot10
Molon Labe. League of Infamy
23
|
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). |
|
Henchmen21
Planet Express LLC
134
|
Posted - 2013.08.23 22:22:00 -
[181] - Quote
In regrades to armor tanks. Do I get a warning that i am being locked? Seeing as there is a delay before my repper kicks in and they will have 2-3 volleys in the air by the time the first one hits. I'll be dead before my repper activates if my only warning is the first impact. Don't say I am supposed to hear the coming when everyone and there mother on both sides will be launching them left and right. |
Hobo on Fire
Goonfeet Top Men.
42
|
Posted - 2013.08.23 22:26:00 -
[182] - Quote
DJINN leukoplast wrote:
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).
As a dedicated Swarm user, this is exactly what I want. If I've dumped millions of SP into killing tanks, I should be able to eat militia HAVs for breakfast. If someone has invested as much into protecting their HAV as I have into killing it though, I should only be able to win if A) he just sits there while I shoot him over and over, or B) I have help. When prototype HAVs become a thing, it really should take a full squad of AV (or an equally well fit HAV) to bring it down.
Logi LAVs can get bent though. No LAV should be able to absorb more damage than any HAV, even militia ones. If two volleys from a proto swarm can kill a Soma, it should kill a Charybdis. If a tricked out Charybdis can take 5 shots from a proto swarm, an unfitted Soma should take at least that many. |
Dimmu Borgir II
Consolidated Dust
43
|
Posted - 2013.08.23 22:31:00 -
[183] - Quote
Bendtner92 wrote:Vespasian Andendare wrote:Bendtner92 wrote:Hey Rattati, do you know what is considered a "PVP action" in the AFK fix? And what exactly the idle timer is? Is it 1 minute? 5 minutes?
If not, can you get someone that knows to tell us? Thank you. You guys really need to stop stressing about this. Chances are, if you're doing what you're supposed to be doing and PLAYING THE GAME, then you have nothing to worry about. Why should they spell out their system so people can find ways around it? If we don't know the details we can't point out flaws with it.
I'm sure it will just involve running around and activity from your controller... probably enough time to go and answer the phone or make a cup of coffee or take a bathroom break... Obviously it's not going to be anything outrageous like 20 seconds inactivity will get you booted from the battle. |
Matticus Monk
Ordus Trismegistus
378
|
Posted - 2013.08.23 22:41:00 -
[184] - Quote
Nice update, thanks for the patch notes! I look forward to trying out the new build. I'm a bit concerned about the changes to the rotation speed and swarm launchers, but I'm going to just see how things play out before worrying about it too much. Overall, lots of good changes and quite a lot of additions given the last update was only about a month ago.
Nice job, CCP! |
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.08.23 22:50:00 -
[185] - Quote
I actually approve of the changes to KB/M. I'm used to KB/M for FPS games and I usually find it so much easier than using a controller to shoot. However, I've tried playing the current build with KB/M and I really felt like I was fighting the mouse. It felt awful because of all the limitations on mouse speed. Sure there are problems with squad commands and such as well, but I kept a DS3 right next to my KB/M so I could quickly do what I want and change back again.
Hopefully the (re)addition of aim assist will make the two control systems more evenly matched. :) |
Dexter Hayne
DVC 514
0
|
Posted - 2013.08.23 22:52:00 -
[186] - Quote
i love this as a proto AV the last time i had this much fun was when free murder taxis were in the game but keep in mind guys as squad vision is disabled in 1,4 its going to be more difficult to locate you but when we do its gonna hurt.
great patch definatly a strong step forward on all fronts |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1443
|
Posted - 2013.08.23 23:32:00 -
[187] - Quote
While I like the idea of being able to get more shots off, I may think the charge shot charge time for the SCR may need tweaking. 2 seconds is a really long time under fire. |
Lord Echo Prime
We Who Walk Alone
7
|
Posted - 2013.08.23 23:38:00 -
[188] - Quote
We Who Walk Alone would like to thank CCP for this Uprising 1.4 Patch! I know many of us since closed beta have seen what it WAS; to see what it has BECOME, it is..... impressive. Again CCP, THANK YOU for a FREE game and listening to all the crying that become the DUST 514 FORUMS! |
Sylwester Dziewiecki
Beyond Hypothetical Box
149
|
Posted - 2013.08.23 23:49:00 -
[189] - Quote
Hobo on Fire wrote:DJINN leukoplast wrote:
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).
As a dedicated Swarm user, this is exactly what I want. If I've dumped millions of SP into killing tanks, I should be able to eat militia HAVs for breakfast. If someone has invested as much into protecting their HAV as I have into killing it though, I should only be able to win if A) he just sits there while I shoot him over and over, or B) I have help. When prototype HAVs become a thing, it really should take a full squad of AV (or an equally well fit HAV) to bring it down. 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. |
Silas Swakhammer
GamersForChrist Orion Empire
73
|
Posted - 2013.08.24 00:14:00 -
[190] - Quote
Any news on what constitutes "PvP activity"? |
|
Xocoyol Zaraoul
Superior Genetics
1063
|
Posted - 2013.08.24 00:30:00 -
[191] - Quote
Welp, I was a mid-field HAV railgunner, and a damn good one at that too in skirmish, but with the SW ROF buff...
I'm going dedicated red-line sniper now. *shrugs*
|
Quil Evrything
Skil Legendz
7
|
Posted - 2013.08.24 00:31:00 -
[192] - Quote
dullrust wrote: 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.
You're saying that in real life, if you get squished between a 2-ton vehicle, and a wall, it only "hurts", if the vehicle impacts you at more than 20mph?
Somehow.. call me sceptical on that one.
And if its a 10ton vehicle(aka an HAV) i dont care what speed they were going at, you should be dead.
|
ladwar
Dead Six Initiative Lokun Listamenn
1236
|
Posted - 2013.08.24 01:06:00 -
[193] - Quote
CCP Logibro wrote:Hey guys, I'll try to get some more hard details on the AFK system for you. But as far as Rubber bands go, I've been told it's pretty rubber band proof (and if you do find the right arrangement to make them work, please tell us via support ticket so we can fix it.) if there is a will there is a way to do it. reward system fixes removes AFKers... anti-AFK systems make it harder but there will still be some that do it. i look forward to seeing that reward system fixes. i seen plenty of anti-AFK systems and they fall way short of good solid reward systems. |
negative49er
The Unholy Legion Of DarkStar DARKSTAR ARMY
126
|
Posted - 2013.08.24 01:30:00 -
[194] - Quote
Why increase strafe speed I think we're fast enough as it is
Even other game strafe speed isn't this fast |
J4yne C0bb
DUST University Ivy League
67
|
Posted - 2013.08.24 01:46:00 -
[195] - Quote
CCP Logibro wrote:Hey guys, I'll try to get some more hard details on the AFK system for you.
Please don't. I'm evidently in the minority on this one, judging by the thread, but I don't see any good resulting from releasing this info at the moment. I mean, they will all figure it out eventually, but I don't see any reason to make it easier for them from the get-go. Let us at least enjoy a week or so of non-AFK matches (yeah, I know, probably way less).
And thanks for the heavy rotation buff, that's perfect. It's been irritating me for a while now that, if I'm the king of CQC, how come i can't track scouts doing the bunny hop around me? Good buff.
I'm please overall... looks like you guys have been hard at work, which encourages me, but the KB/M buff worries me a bit. I really hope you haven't made this game unplayable for DS3 users, but I'll reserve judgement until after playing. |
excillon
united we stand x
39
|
Posted - 2013.08.24 02:20:00 -
[196] - Quote
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.
|
ladwar
Dead Six Initiative Lokun Listamenn
1236
|
Posted - 2013.08.24 02:23:00 -
[197] - Quote
J4yne C0bb wrote:CCP Logibro wrote:Hey guys, I'll try to get some more hard details on the AFK system for you. Please don't. I'm evidently in the minority on this one, judging by the thread, but I don't see any good resulting from releasing this info at the moment. I mean, they will all figure it out eventually, but I don't see any reason to make it easier for them from the get-go. Let us at least enjoy a week or so of non-AFK matches (yeah, I know, probably way less). And thanks for the heavy rotation buff, that's perfect. It's been irritating me for a while now that, if I'm the king of CQC, how come i can't track scouts doing the bunny hop around me? Good buff. I'm please overall... looks like you guys have been hard at work, which encourages me, but the KB/M buff worries me a bit. I really hope you haven't made this game unplayable for DS3 users, but I'll reserve judgement until after playing. people will figure it out sooner or later and abuse the still bad reward system. |
Shattered Mirage
D.A.R.K Academy D.E.F.I.A.N.C.E
133
|
Posted - 2013.08.24 02:34:00 -
[198] - Quote
Other Contracts? |
LCB Holdings
Expert Intervention Caldari State
13
|
Posted - 2013.08.24 04:28:00 -
[199] - Quote
If you want to afk i recommed getting a keyboard with macros. :3
No respec system lol CCP |
Hobo on Fire
Goonfeet Top Men.
44
|
Posted - 2013.08.24 04:52:00 -
[200] - Quote
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. |
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
1443
|
Posted - 2013.08.24 05:26:00 -
[201] - Quote
negative49er wrote:Why increase strafe speed I think we're fast enough as it is
Even other game strafe speed isn't this fast
Strafe speed is getting lowered. They were going to have it at .8 of the run speed, but it turned out to be equal to run speed.
They are fixing the bug that made it be 1:!, but instead of the speed going all the way down to 80% of run speed it will only be going down to 90% of run speed. |
zzZaXxx
The Exemplars Top Men.
206
|
Posted - 2013.08.24 05:59:00 -
[202] - Quote
I'm not sure why they changed swarms now and not in 1.5 but we should reserve judgement until 1.5 since all vehicles will be changed then. Those changes will surely put the new SL into different context. Until then I suggest tankers observe patience and if SL are OP against you tanks, focus on infantry until 1.5. It won't be that long. |
Henchmen21
Planet Express LLC
135
|
Posted - 2013.08.24 06:04:00 -
[203] - 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.
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.
|
castba
Penguin's March
84
|
Posted - 2013.08.24 06:11:00 -
[204] - Quote
Our Deepest Regret wrote: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? You are not forced to participate. You don't have to play, but if you do want to progress your character then hell yes you should actually play to receive your reward. |
JimmyV35
Penguin's March
0
|
Posted - 2013.08.24 06:20:00 -
[205] - 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.
As opposed to driving flat-out at someone and smooshing them across the side of a static object (wall or boxes) and driving away without taking serious damage. Those actions in "the real world" render any vehicle trashed so that it cannot be driven away. |
Iron Wolf Saber
Den of Swords
7725
|
Posted - 2013.08.24 06:24:00 -
[206] - Quote
Actually the new phsyics with LAV and infantry requires going the high speed to kill people so 60mph (LAV maxes out at like 120mph I think) is still going to kill people, also the 1mph kills will still happen if you pinch the guy between your bumper and a wall. its the light 1mph-20mph kisses that are no longer going to kill. |
Hobo on Fire
Goonfeet Top Men.
44
|
Posted - 2013.08.24 06:35:00 -
[207] - Quote
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. |
Jadek Menaheim
WarRavens League of Infamy
45
|
Posted - 2013.08.24 06:49:00 -
[208] - Quote
An AFK fix? Noooooooooooo! I guess change makes good ground for catchy melodies. |
Frank Olson Usul
DUST University Ivy League
5
|
Posted - 2013.08.24 06:59:00 -
[209] - Quote
Hm they could have done the same +1 skill = + 1 shot thing with the sniper rifle. I think (just 80 % sure) that I have the more ammo skill on the sniper rifle on level 2 and it only gives me 1 single round more. |
element0mega
Elements Of Death Elite
54
|
Posted - 2013.08.24 08:45:00 -
[210] - Quote
This whole section displeases me :(
"Movement * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed"
Who the hell thinks it's a good idea to DECREASE strafe speed! Argh! |
|
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... |
|
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. |
|
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
|
Hobo on Fire
Goonfeet Top Men.
51
|
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. |
|
Vrain Matari
ZionTCD
753
|
Posted - 2013.08.25 15:10:00 -
[241] - Quote
Henchmen21 wrote: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 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. My suspicion also. They don't want to tell the playerbase because that knowledge will modify our behavior. |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 16:43:00 -
[242] - Quote
FATPrincess - XOXO wrote:
And stop buffing KB/M please, this is a console game. You have to balance the mouse with the DS3 controller for things to be fair. Stop with the KB/M nonsense. If you can't make it balanced, then remove KB/M compatibility from the game.
-XOXO
Then get yourself a mouse and stop complaining. |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 16:57:00 -
[243] - 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
Please define this. How long of sitting before you are kicked? Will moving your siting (looking around using your scope) count? Will there be a message warning the player? Will I still get credit for the action I performed if I do get kicked?
Unlike many out there that can't play when at work, I can because I, for one, play this game and work for myself so I can go into battle, and then sideline when something comes up. If the phone rings, I need to answer, and so I move to a safe area to take the call (sometimes the call is short, while other times it isn't - so it sounds like I will be punished, for playing for the majority of a game, and then have to sit out a portion of the game.) As if it isn't bad enough, that I loose equipment when I die, along with getting the deaths registered, yet I don't get the credit for the kills that I performed, if I have to leave a game early (times where I will leave because I know that the call will take a long while.)
CCP Logibro wrote:
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * 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 * 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
What about sniper? Will the reload skills be modified? 3% reload time does amount to enough for me to spend 6x SP - don't think that even 5% will entice me to use this, as the calculations show:
%| Current speed| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 (3%)| 4| 3.9| 3.8| 3.7| 3.5| 3.4 (5%)| 4| 3.8| 3.6| 3.4| 3.3| 3.1
old SP Cost 6x:37,320| 111,900| 261,180| 522,360| 932,760for a total of 1,865,520 SP new SP Cost 3x:18,660| 55,950| 130,590| 261,180| 466,380for a total of 932,760 SP
Then dealing with the clip size for a sniper, again, doesn't pay to use SP.
Max Ammo| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 25| 26| 28| 29| 30| 32for a total of 932,760 SP to get a whooping 7 extra shots 30| 32| 33| 35| 36| 38for a total of 932,760 SP to get a whooping 8 extra shots
|
meri jin
Goonfeet Top Men.
239
|
Posted - 2013.08.25 17:15:00 -
[244] - Quote
I hope there is more, that CCP only show us one half of the patch. They where talking about a patch that will dramatically improve the game, a patch that have some new content from the "new development" cycle. All I can see are balanced stuff, a little new level stuff, and: PLEAAAAASE-log-in-to-the-game,-we-will-give-you-SP-!!!!
But where are the things that should have been there right from the start? Like all heavy and light suits? Where is the PVE? Where are the weapons, vehicles? I can't see new and interesting content. New level variations doesn't count as new content or at last not only.
I acknowledge the balancing attempts from CCP, but we are in 1.4 soon and ask yourself how much new content have you seen from a unfinished game since1.0? |
godhands9
Black Phoenix Mercenaries
21
|
Posted - 2013.08.25 17:30:00 -
[245] - Quote
what do you constitute as pvp action before being kiked.what if your flying a dropship and your not doing anything but flying get booted and then you lose the ship and your time? |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 17:54:00 -
[246] - Quote
CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
Looks like this is already being tested, as I have Range Amplification at Lvl 5 and am using the Complex Range Amplifier, and Precision Enhancer, I used to be able to follow an enemy through many objects, yet now as soon as they go behind something (long range) they disappear, which is cool to a point; that point meaning that the higher level tools to find the enemy shouldn't be affected. I can't see half of where the enemy were before today. Furthermore, as a sniper, using a scout dropsuit, it would be nice to have any enemies you find in your scope shared with the squad, simply because a scout can't use a scanner, and have a nanohive; which means that all scouts are being nerfed (unfairly, IMHO.) |
Protected Void
STRONG-ARMED BANDITS
66
|
Posted - 2013.08.25 18:28:00 -
[247] - Quote
Sjem'Tolk wrote:CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
Looks like this is already being tested, as I have Range Amplification at Lvl 5 and am using the Complex Range Amplifier, and Precision Enhancer, I used to be able to follow an enemy through many objects, yet now as soon as they go behind something (long range) they disappear, which is cool to a point; that point meaning that the higher level tools to find the enemy shouldn't be affected. I can't see half of where the enemy were before today. Furthermore, as a sniper, using a scout dropsuit, it would be nice to have any enemies you find in your scope shared with the squad, simply because a scout can't use a scanner, and have a nanohive; which means that all scouts are being nerfed (unfairly, IMHO.)
AFAIK, range amplification doesn't help you at sniper distances. It applies to your passive scanner, not your line of sight. Enemies disappearing when they're behind objects probably just means no-one else of your allies have them in their line of sight. |
Minor Treat
The Enclave Syndicate Dark Taboo
71
|
Posted - 2013.08.25 19:25:00 -
[248] - Quote
How will the new matchmaking system in 1.4 differ in terms of balancing matches? Are these changes include the skill level of players, the equipment and dropsuits used by the individuals, or overall lifetime skill points?
I understand that the waiting time to balance games has been addressed, but exactly how does the balancing system being rebuilt from the ground up going to differ from our current system now? |
Gigatron Prime
The.Primes
317
|
Posted - 2013.08.25 20:09:00 -
[249] - Quote
I approve of this.
Finally, Assault Scrambler Rifle got some love! Recoil is still ****** though... |
Obodiah Garro
Tech Guard General Tso's Alliance
239
|
Posted - 2013.08.25 21:07:00 -
[250] - Quote
swarms have less ammo and longer lock times? Seriously ccp get a ******* grip. |
|
RKKR
The Southern Legion The Umbra Combine
335
|
Posted - 2013.08.25 21:14:00 -
[251] - Quote
Are patchnotes actually released before the weekends so DEVS don't have to answer questions? |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
199
|
Posted - 2013.08.25 21:15:00 -
[252] - Quote
man multi-q is one of the things that killed mag i hope u remove it after you see how much it suks |
George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 22:10:00 -
[253] - Quote
Maps/Environments * Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map * Introduction of the GÇ£Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets * Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch * Added new night mood layer
Wooowhoooo about time guys now all we need is vehicle locks so random Blue berries can't steal our vehicle eg TANKS!!! It would be great if this Patch could come in so only squad members could enter your tank/vehicle An idea for dead of hav/lav owner would be the lock would unlock so anyone could take Your vehicle saving it from getting blown up immediately
|
excillon
united we stand x
40
|
Posted - 2013.08.25 22:18:00 -
[254] - Quote
Dullrust:
Pretty sure backing up 1 meter and smashing you into a wall would pulverize your legs and leave you a cripple, which your head could then be smashed under a wheel. Furthermore, seeing as how these are the same height as a humvee, I'm pretty sure your chest would end up crushed as well. Oh, and people get killed all time like this, check the news.
So have a nice day, and being awesome yourself at looking incredibly stupid and having a lack of understanding of basic physics. Go back to 7th grade. Remind me to slap the hell out of your mom for not making your dad wear a condom, because apparently all your intelligence ran down the back of your mom's legs the night you were conceived.
|
George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 23:26:00 -
[255] - Quote
Absolute Idiom II wrote:InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". If you don't like the game, just **** off and play something else.
LMAO nicely put. Yeah what he said ^^lol |
George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 23:50:00 -
[256] - Quote
xAckie wrote:so no changes to the DS3? but to mouse?? On a console?
Yeah great point!! This is a ps3 game ccp not a PC game. Prioritise ps3 controls first. SO MANY hav drivers use keyboard and mouse as it is a lot harder to drive with the DS3 controller. It is an unfair advantage.
I say SCREW the KB&mouse!!!
This is going to stir the pot!!! lol sorry guys but your playing a PS3!! EMBRACE THE SONY. If u want to play KB&MOUSE go play PC. |
Torneido Achura
The Suicide Kingz
16
|
Posted - 2013.08.26 01:17:00 -
[257] - Quote
CCP Logibro wrote:
Skills * 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
Please make it 10% or its pretty much useless, the Scrambler already has two penalties (like no other gun in the fu-ing game even though its semiautomatic); come on rework the penalties and skills bonus, or remove the damage for overheat, or give more damage for headshots, or make standard assault variant, or make the assault variant overheat faster so for logicGÇÖs sake the semiautomatic overheat less often... pick several |
Vrain Matari
ZionTCD
756
|
Posted - 2013.08.26 01:19:00 -
[258] - Quote
Alabastor 'TheBlaster' Alcar wrote:man multi-q is one of the things that killed mag i hope u remove it after you see how much it suks I remember multi-q-ing in MAG for the bonus. What did it do to MAG? And when did they bring it in? |
killian178
Omega Elite Mercs INC.
9
|
Posted - 2013.08.26 01:58:00 -
[259] - Quote
InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up".
Then go play a Triple A shooter, this is a better way to make a game people can play for a looping time, rather than have a "Triple A" game over hyped and force fed down my throat every year. Not hating on you man, but really, if you want to play something like COD, this game isn't INTENDED for you, I know I'm gonna get raged on, but ppl need to calm down. Ether play the game and have fun, or turn it off. CCP doesn't need to tell you what there going to patch ahead of time, they want you to play with it and see how it works. They don't have to "polish" there property to appease the lowest common denominator, it seems to be doing just fine as it is, not to mention, is steadily growing, making money, and bringing in New players. My point is, relax guys. |
killian178
Omega Elite Mercs INC.
9
|
Posted - 2013.08.26 02:15:00 -
[260] - Quote
Epicsting pro wrote:I'm not ccp so I thank the PvP action is. In combat zone not red, movement even mouse movement every 100sec it probably warn u, hacking fight all that non since. Why this doesn't hurt redline snipeing or tanks is, the minute movement you make to fire and uselessly they hit someone when they fire. Also active war point are stop after 1m in redline but once on the battlefield active points will return.
Just a question, is English your native language? |
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
161
|
Posted - 2013.08.26 05:16:00 -
[261] - Quote
Sjem'Tolk wrote:Please define this. How long of sitting before you are kicked? Will moving your siting (looking around using your scope) count? Will there be a message warning the player? Will I still get credit for the action I performed if I do get kicked?
Unlike many out there that can't play when at work, I can because I, for one, play this game and work for myself so I can go into battle, and then sideline when something comes up. If the phone rings, I need to answer, and so I move to a safe area to take the call (sometimes the call is short, while other times it isn't - so it sounds like I will be punished, for playing for the majority of a game, and then have to sit out a portion of the game.) As if it isn't bad enough, that I loose equipment when I die, along with getting the deaths registered, yet I don't get the credit for the kills that I performed, if I have to leave a game early (times where I will leave because I know that the call will take a long while.) Explain how it makes sense that if you "sideline" you should still be rewarded for playing the game? How is sitting there talking on the phone helpful to your team? It sounds like you're dead weight to them, and if you're not working with them, then you're working against them.
If you sit idly by, afk, then you should be kicked and make room for someone there who'll actually play the game and not be a drain on their team. |
Brasidas Kriegen
The Southern Legion The Umbra Combine
14
|
Posted - 2013.08.26 05:57:00 -
[262] - Quote
I like it. I will actually start playing Dust again with this. |
|
CCP Greyscale
C C P C C P Alliance
36
|
Posted - 2013.08.26 06:09:00 -
[263] - Quote
Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
DJINN leukoplast wrote:
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?
You can select which modes you prefer (eg, Domination and Skirmish) when you join the Public Contracts queue. |
|
Spkr4theDead
International-Fleet
482
|
Posted - 2013.08.26 06:30:00 -
[264] - Quote
Will the repair rate for the reactive plates stay the same? |
IMMORTAL WAR HERO
Ill Omens
11
|
Posted - 2013.08.26 07:14:00 -
[265] - Quote
sounds nice cant wait 4 2.0 -___- |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
222
|
Posted - 2013.08.26 10:55:00 -
[266] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
nice , i know this corp BLOOD PAKT , i think they french , there were 3 AFK ALL the time , i always had to quit the match that had them in our team
|
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
222
|
Posted - 2013.08.26 11:00:00 -
[267] - Quote
Hobo on Fire wrote: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.
points for repairing yourself with armor repairer
you dont interact PHISICALY when you scan , its just breathing the air
it makes no sense to give point BUT with CCP you never know
it seems they like to listen to crybabies
try again maybe they will listen you
|
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 11:00:00 -
[268] - Quote
I presume this still stands for the changes to "All handheld weapon reload skills".
CCP Eterne wrote:Skill point progression: Based on your feedback we will be doing further adjustments to skill point requirements for specializations, which received a massive rework in Uprising along with the new node based visualization of the tech tree. Our plan is to address this by tweaking skill point requirements GÇô and in that process reimburse you with the skill points that youGÇÖve spent back to your unused skill pool.
Quoted from here ... https://forums.dust514.com/default.aspx?g=posts&t=75594 |
Aran Abbas
Goonfeet Top Men.
229
|
Posted - 2013.08.26 11:22:00 -
[269] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 11:34:00 -
[270] - Quote
Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? They did say it should be "rubber band proof" ... so hopefully there's a bit more intelligence going on that they're keeping up their sleeve to stop people finding was round it. |
|
Lucifalic
Baked n Loaded
60
|
Posted - 2013.08.26 12:37:00 -
[271] - Quote
I believe afk could be solved using the kick as well as some sort of system where your passive gain has a cap with wp. Only so much awarded per 25 wp. Also introduce a point (say 300 wp) needed to collect full passive gain. Of course tweak these values however so newberries are not left in the dust..... Could give excelerated gain of sp til 3-5 mil lifetime sp reached then back to the lions den. |
Orber Gen
Academy Inferno CRONOS.
97
|
Posted - 2013.08.26 12:53:00 -
[272] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
Obviously this isn't going to work AFKers will run into the wall of MCC ))) Just place something heavy on the "W" button of the keyboard
U may give up on AFKers, or u may remove pasive SP (in that case u will remove large player base at the same time)
It looks like checkmate for this particular scheme. |
Bendtner92
Imperfects Negative-Feedback
948
|
Posted - 2013.08.26 13:06:00 -
[273] - Quote
Orber Gen wrote:Obviously this isn't going to work AFKers will run into the wall of MCC ))) Just place something heavy on the "W" button of the keyboard U may give up on AFKers, or u may remove pasive SP (in that case u will remove large player base at the same time) It looks like checkmate for this particular scheme. And it's not like we told them months ago that a simple fix like this wouldn't stop AFKing.
Oh wait, we did tell them that...
If it can easily be circumvented by just moving around or using a rubber band it's not a fix to anything.
The best fixes for AFKing are still to make the game fun to play or don't use passive SP in the active SP calculations. |
Orber Gen
Academy Inferno CRONOS.
97
|
Posted - 2013.08.26 13:23:00 -
[274] - Quote
Bendtner92 wrote:The best fixes for AFKing are still to make the game fun to play or don't use passive SP in the active SP calculations. It seems like they just can't make game fun to play :) After 10 matches i'm getting bored Because same ppls, same AR spam or new MD spam, death taxi's and so on.
At the begining of the open-beta AFKers was ppls who want not lose the edge, but now AFKers are players who bored by Dust and waiting for changes That is why they don't remove passive SP in battles |
Disturbingly Bored
The Strontium Asylum
497
|
Posted - 2013.08.26 15:18:00 -
[275] - Quote
So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
163
|
Posted - 2013.08.26 16:16:00 -
[276] - Quote
Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? This was my thought as well. I liked the system better when it was still mysterious and scary.
|
Doc Noah
Algintal Core Gallente Federation
480
|
Posted - 2013.08.26 18:33:00 -
[277] - Quote
Question about the removal of team based passive scanning, will it remove crosshair spotting as well? I like to spot an enemy far off to the distance so my team knows where they are like say a sniper or a tank in the distance.
I understand you want to make active scanners viable again, but its only good up to 100m, past that theres no way of actively spotting for your team. |
Touchy McHealz
Vherokior Combat Logistics Minmatar Republic
48
|
Posted - 2013.08.26 19:47:00 -
[278] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
So now when I want to AFK I just need to rubberband down the movement stick? Still not a fix, but I'll keep gaming the system.
|
Commander Dizzle
Closed For Business For All Mankind
15
|
Posted - 2013.08.26 21:23:00 -
[279] - Quote
CCP Logibro wrote: Corporations * Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed
Would this open up the option to AUDIT the Dust Corporation's "Merc Wallet" from EVE or Dust? If not, when do you guys think this option will be available?
Keep up the great work! |
ladwar
Dead Six Initiative Lokun Listamenn
1289
|
Posted - 2013.08.26 21:47:00 -
[280] - Quote
Touchy McHealz wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. So now when I want to AFK I just need to rubberband down the movement stick? Still not a fix, but I'll keep gaming the system. they said rubber band proof but from the looks of it i would say it would work. even if it doesn't count running into the MCC walls as moving there is plenty of hills that slide you down as you run up them in the redzone that is sniper and friendly TK proof. |
|
Driftward
Subdreddit Test Alliance Please Ignore
421
|
Posted - 2013.08.26 22:09:00 -
[281] - Quote
THE TRAINSPOTTER wrote:Hobo on Fire wrote: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. points for repairing yourself with armor repairer you dont interact PHISICALY when you scan , its just breathing the air it makes no sense to give point BUT with CCP you never know it seems they like to listen to crybabies try again maybe they will listen you
Ummm wow this is all kinda angry. But just to let you know, it was confirmed that they're adding wp to various actions in 1.5 including active scanning (as there is a team benefit and as such should be reflected in the war points as a surrogate value for your usefullness in combat).
They haven't said what portion of scanning will get the reward, but I would suspect it will require something other than just scanning an enemy (perhaps a previously invisible enemy or having a scanned enemy killed).
Also, the active scanner is the only equipment with which you can't currently get war points from....so yah...at any rate you can go ahead and continue your rant now. |
Dimmu Borgir II
Consolidated Dust
43
|
Posted - 2013.08.26 22:18:00 -
[282] - Quote
Needless Sacermendor wrote:Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? They did say it should be "rubber band proof" ... so hopefully there's a bit more intelligence going on that they're keeping up their sleeve to stop people finding ways round it. Edited ... could mean "moving" would constitute more than holding a single direction on the controller.
But at least with a rubber band, at one point or another, they're gonna fall out of the mcc and be clone-cake... would they continually spin whilst falling?? |
Driftward
Subdreddit Test Alliance Please Ignore
421
|
Posted - 2013.08.26 23:06:00 -
[283] - Quote
Question for Devs:
On our HUD with the mini-map, for red dots that squad members have line-of-sight (LOS) on or lighting up by aiming/ADS, will they show up for squad members also or just for the individual who has LOS?
Asked another way: passive scanning has been confirmed that there will no longer be squad sharing. Is squad sharing of line of sight going to continue or will that be also be disabled? |
semperfi1999
Imperfects Negative-Feedback
788
|
Posted - 2013.08.26 23:13:00 -
[284] - Quote
Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though...
Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain.
Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP ***** for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made). |
Vrain Matari
ZionTCD
757
|
Posted - 2013.08.26 23:42:00 -
[285] - Quote
semperfi1999 wrote:Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain. Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made). +1. Fix the cause, not the symptom. There are far more positive ways to help out the struggling players and reward then for action. Asymmetrical WP rewards, gradiated WP rewards, logarthnic WP rewards, many other workable ideas out there.
Hoping that 1.5 is a first step towards this. |
the shadow dragon
Kinsho Swords Caldari State
0
|
Posted - 2013.08.27 03:50:00 -
[286] - Quote
the only thing i like on this patch note is the 3 new map and since uprising 1.5 is a vehicle patch will i have my turret proficiency back and a turrets buff and will sagaris will be coming back with some black ops HAV 'wishful thinking' ?.....nuff the kitten out of forge guns because they been over powered forever...... the end26 |
Garrett Blacknova
Codex Troopers
3371
|
Posted - 2013.08.27 11:14:00 -
[287] - Quote
I've been away for a while, but this looks mostly good.
Mouse aim has a whole lot of me saying awesome, but then there's that one point which completely ruins it.
Quote:* Mouse rotation speed caps have been removed Just... no.
This is THE balancing point around which the game has actually had a chance to balance KB/M and sixaxis controls. Without it, there is no way to put KB/M and Sixaxis users on a level playing field.
I ahven't actually seen the difference yet, but I don't think LAVs should be entirely prevented from hurting infantry, which is what some people are claiming has been done, but I also don't think a gentle clip with the edge of a bumper should instakill what basically amounts to a walking tank either. And I certainly don't think that it should be considered totally reasonable for a single LAV to run through 2 or 3 Heavies in a row without slowing down or even scratching its bumper. Collision damage needs to apply to LAVs as well as their victims, and even well-tanked Mediums suits should be able to survive, let alone Heavies.
On top of those changes to LAVs, did they bring back the free ones again? Because if not, they should. A starter transport vehicle SHOULD be available.
Also, they still haven't addressed the fact that LLAVs are harder to kill than HAVs, which was the ACTUAL problem with "murder taxis". It's not that they can kill easily. If they're a risk/reward balanced quick/instant kill, that's fine. The problem is that they can kill instantly AND are near-impossible to kill in return. Adding a small amount of damage (size based) to the LAV when it runs a target over would have been good. But a more important change would be a HARD reversal of the HP buff they were given when HAVs got a slacker-job of straightening out their HP and Dropships got precisely nothing to even try and keep them in the game in spite of already being the least-practical vehicles in the game at the time. |
Thang Bausch
Pierrot Le Fou Industries
25
|
Posted - 2013.08.27 16:09:00 -
[288] - Quote
* HP bars and name tag visible only for what you are aiming/firing at
I hope this is only for enemies. Doing a logistics role will be tricky if I have to aim at everyone on my team to see if they need armor repaired. It also makes no sense that this information would not be transferred between teammates. If New Eden knows how to transfer consciousness, I am pretty sure they can securely transfer shield and armor health info on a battlefield. |
TEX 79
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.08.27 21:49:00 -
[289] - Quote
How about some locks on the vehicles? Use a unused button and lets say the vehicle is locked at all times, well when you choose to let someone in you hold down this unused button to unlock and let players in and as soon as you let off the vehicle goes back to automatic lock. I have been having problems with blue berries which seems to me I have killed in other games or working for the other side getting in and giving away my position, shooting to block my view, or some random that will not get out so I can let my sqauad in. I pay, and work hard to skill into these vehicles so why cant I decide who enters them? Just saying. Thanks for your time and consideration. |
TEX 79
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.08.27 21:56:00 -
[290] - Quote
How about on the maps change it up a bit? How about one map a dark volcano world where the moutains are bursting and lava trickles coming down the moutain? Or a jungle world with trees that snipers can dig in? Maybe one map where you are on the surface of the moon since we are in suits with breathing air anyway? How about a complete Ice world or even a water world where the city floats like a ship with room for vehicles. We are traveling to different worlds, so why do they all look like deserts or deserts with a little grass or a little ice but still rocky desert looking. Just a few ideas to toss around. |
|
Zahle Undt
Bullet Cluster
251
|
Posted - 2013.08.27 23:24:00 -
[291] - 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.
Learn to shoot. If you want to run people over, go play Carmageddon. You and the other murder taxiers have been ruining this game since they messed with LAVs with the Uprising release, maybe Dust will be better now without you scrub jerkoffs driving around in your OHK mobiles. |
Medic 1879
Forsaken Immortals Top Men.
957
|
Posted - 2013.08.28 00:19:00 -
[292] - Quote
Thang Bausch wrote:* HP bars and name tag visible only for what you are aiming/firing at
I hope this is only for enemies. Doing a logistics role will be tricky if I have to aim at everyone on my team to see if they need armor repaired. It also makes no sense that this information would not be transferred between teammates. If New Eden knows how to transfer consciousness, I am pretty sure they can securely transfer shield and armor health info on a battlefield.
Its lovely for snipers though it horrible aiming and you cant actually see if your going to hit because all you can see is the names of people within 10m+ of where you are aiming. Speaking as a logi though I agree with you, if squadmates need reps they say so but if I have to aim at each bluedot to see if they need reps well not allot of bluedots will be getting reps as I would probably spend more time looking than anything else. |
Mejt0
D3LTA ACADEMY Inver Brass
0
|
Posted - 2013.08.28 06:21:00 -
[293] - Quote
Can i ask when will 1.4 come in? |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
24
|
Posted - 2013.08.28 07:46:00 -
[294] - Quote
semperfi1999 wrote:Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain. Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made).
+1
Make it that much more beneficial to actually play the game, and AFKing will mean you gradually drop behind those playing from an SP p.o.v. Ideas to fix things that don't require coding are the best imho. They just work :) |
Robert JD Niewiadomski
NULLIMPEX INC
447
|
Posted - 2013.08.28 08:26:00 -
[295] - Quote
Mejt0 wrote:Can i ask when will 1.4 come in? September 3rd... Source: https://forums.dust514.com/default.aspx?g=posts&m=1207286#post1207286
|
Cal Predine
StarKnight Security
47
|
Posted - 2013.08.28 08:58:00 -
[296] - Quote
Well, I'm certainly glad to see the matchmaking system re-done. Long overdue. Otherwise, this is all in the realm of pointless fluff to me. Once again, nothing about the core gameplay problems which prevent the game from rising to "acceptable FPS" status. Instead we have an incentive to log in each day, which frankly feels like an insult to our intelligence...
This is a game an is therefore supposed to be FUN! If people aren't logging in each day, address the core reasons people aren't playing any more - i.e. the fact that they're not enjoying it. In my case, this isn't because there's not enough fluff in the game, it's the fact that the existing equipment simply doesn't play properly, and, however devoted we were to the Dust project, we've simply run out of patience waiting for it to improve. You'll find more detail on these reasons mentioned among the myriad posts people have been feeding back for the last year on the fora. Here's a starter:
- Hit detection
- Screen stutter
- lag
- Random feel to matches, where how you play is very much secondary to how lucky you get with the match you're in, and how much lag your opponents bring with them.
As it stands, it's more of a game of chance than skill - roll a die at the start of each match to see if you win - read the fora for many, many supporting details. You may also ask yourself "why was the flaylock so much more popular/ powerful than anticipated?", "Why are indirect fire weapons like the (ugh, hate this name) 'Mass Driver' flavour of the month?". "Why is the Forge Gun getting used so much in an anti-infantry role?" Possible because splash damage circumvents some of the problems imposed by the (fatally borked) hit detection and stutter-screen update systems, so gives an immediate advantage? did no-one at CCP ever make this connection?!? |
Csikszent Mihalyi
DUST University Ivy League
89
|
Posted - 2013.08.28 10:13:00 -
[297] - Quote
Cal Predine wrote:Well, I'm certainly glad to see the matchmaking system re-done. Long overdue. Otherwise, this is all in the realm of pointless fluff to me. Once again, nothing about the core gameplay problems which prevent the game from rising to "acceptable FPS" status. Instead we have an incentive to log in each day, which frankly feels like an insult to our intelligence... This is a game an is therefore supposed to be FUN! If people aren't logging in each day, address the core reasons people aren't playing any more - i.e. the fact that they're not enjoying it. In my case, this isn't because there's not enough fluff in the game, it's the fact that the existing equipment simply doesn't play properly, and, however devoted we were to the Dust project, we've simply run out of patience waiting for it to improve. You'll find more detail on these reasons mentioned among the myriad posts people have been feeding back for the last year on the fora. Here's a starter:
- Hit detection
- Screen stutter
- lag
- Random feel to matches, where how you play is very much secondary to how lucky you get with the match you're in, and how much lag your opponents bring with them.
As it stands, it's more of a game of chance than skill - roll a die at the start of each match to see if you win - read the fora for many, many supporting details. You may also ask yourself "why was the flaylock so much more popular/ powerful than anticipated?", "Why are indirect fire weapons like the (ugh, hate this name) 'Mass Driver' flavour of the month?". "Why is the Forge Gun getting used so much in an anti-infantry role?" Possible because splash damage circumvents some of the problems imposed by the (fatally borked) hit detection and stutter-screen update systems, so gives an immediate advantage? did no-one at CCP ever make this connection?!?
It's not a matter of choice. Performance and reliability is something you always work on, it doesn't come at the expense of other features. Unless you want CCP to fire all their gameplay staff and hire only engine developers... Which would be suicide as well.
Making the game run smoothly is not a trivial matter, it may even be impossible to reach a perfect result until the move to PS4. Nobody likes it, but that's the way it is for now.
They did say that this release includes some improvements to hit detection, and also some minor performance improvements. Even the fact that less HUD elements will be visible at a time could make some difference. |
IlIlIlIlIl IlIlIlIlIl IlIlIlIlIl
Tal-Romon Legion Amarr Empire
0
|
Posted - 2013.08.28 11:13:00 -
[298] - Quote
Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec |
Thrydwulf Khodan
DUST University Ivy League
9
|
Posted - 2013.08.28 12:25:00 -
[299] - Quote
CCP Logibro wrote: HUD * HP bars and name tag visible only for what you are aiming/firing at
Can we get clarification if this is also for hostile targets only? Or does this also affect tracking Friendly force needs when in a Logi suit and using the repper? (i.e. Do I have to do a 'hover over' to see who needs repair on my squad/team?) One would think that the Logi suits would be 'designed' to track/handle team needs.
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
199
|
Posted - 2013.08.28 14:03:00 -
[300] - Quote
IlIlIlIlIl IlIlIlIlIl IlIlIlIlIl wrote:Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec No. |
|
MAD MAX 514
The dyst0pian Corporation Lokun Listamenn
4
|
Posted - 2013.08.28 15:33:00 -
[301] - Quote
Nice, so now when can we expect a skill respect?
|
MAD MAX 514
The dyst0pian Corporation Lokun Listamenn
4
|
Posted - 2013.08.28 15:35:00 -
[302] - Quote
Vespasian Andendare wrote:IlIlIlIlIl IlIlIlIlIl IlIlIlIlIl wrote:Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec No. No? really! Why not allow it for the players who can or are willing to pay for it!
|
Thrydwulf Khodan
DUST University Ivy League
9
|
Posted - 2013.08.28 19:24:00 -
[303] - Quote
MAD MAX 514 wrote:Nice, so now when can we expect a skill respect?
You'll get your respect when you've done something to deserve it.
Otherwise, you'll get no respect. It's a tough crowd around here. |
CHIKANO BMXer
Northwind Alliance Dark Taboo
14
|
Posted - 2013.08.28 22:31:00 -
[304] - Quote
so do we get our sp back since you lowered the multiplier for handheld weapon reload |
Musta Tornius
Cannonfodder PMC
556
|
Posted - 2013.08.29 07:04:00 -
[305] - Quote
CHIKANO BMXer wrote:so do we get our sp back since you lowered the multiplier for handheld weapon reload
Most likely, last time they changed the suit modifiers to be lower we got the sp difference back. I don't see why now would be any different. |
Dragon Gil
A.N.O.N.Y.M.O.U.S.
0
|
Posted - 2013.08.29 15:45:00 -
[306] - Quote
When will the Forge Gun get either nerfed down to half its current damage and have lock on to vehicles (tired of people killing people with them that are not in a vehicle) or make them cost as much as railguns do, because them doing that much damage at their current cost is ridiculous, prototype breach forge gun hitting 2700hp and costing like 47k isk compared to prototype railgun hitting 1700hp costing 900k isk. Please fix the forge guns or get rid of them all together. Thank you. |
Bojo The Mighty
Zanzibar Concept
1638
|
Posted - 2013.08.30 02:28:00 -
[307] - Quote
CCP Logibro wrote: * Improved dropship camera view * Improved turret aiming and camera view
* Corporation Battles are now found under Corporation Contracts
First is about Dropships: Is the "improved Camera view" wider in angle? i.e. I can see more left and right. Does "improved turret aiming and camera view" apply to small turrets as well?
Now, a trickier question. Is that corporation battle in reference to Planetary Conquest or is it a sneaky note of reintroducing corporation battles? |
Leanna Boghin
B.O.D.A.S
4
|
Posted - 2013.08.30 10:52:00 -
[308] - Quote
My only concern for this update is that people will see what they really did and realize that it will affect their character in such a way that its unuseable. Which is why im hoping they offer a character respec. Mind you im not talking about deleting all your hard work im talking about them giving you back all that isk and sp you spent on weapons skill books and skills so that you may properly readjust your character to the changes they made in the game. Honestly with the amount of changes they have made in the past and plan to make in the future they really should just start selling Respecs i would say isk spec and sp spec at a fair cost would make them a good amount of money and i know people will always want to respec. Besides you cant expect older players that been around forever to keep playing the game when you keep making so many changes that makes their character obsolete. They will leave and find another game to play and all dust will have left is lag switchers and cod noobs. |
Mortedeamor
The Black Masquerade
175
|
Posted - 2013.08.30 14:45:00 -
[309] - Quote
you should make sure that timer does not start ticking if you are actively doing anything not just pvp once tanks are buffed and the maps are larger..it will be likely av squads may go quiet a while without actually engaging anything other than installations before finding a tank or even reaching where a tank is posted. ..this wont be kicking us while we are actually moving right moving without being shot or shooting at other stuff..i mean normally i would just take it as a given ccp but i mean u r ccp. |
major faux-pas
Valor Coalition RISE of LEGION
60
|
Posted - 2013.08.30 18:37:00 -
[310] - Quote
Oh great, here we go again..
"Mouse cap removed"? So there is no limit to the turn speed ?
You have to be kidding This is a playstation game. |
|
xivadd zume
Closed For Business For All Mankind
0
|
Posted - 2013.08.30 18:49:00 -
[311] - Quote
Are the new armor modules gonna use more CPU/PG so that you can have the greater armor or is it just gonna suuuuuuper OP now?? |
Thurak1
Psygod9
84
|
Posted - 2013.08.31 03:06:00 -
[312] - Quote
This: * 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
Worries me. I play a heavy and if i dont take a lav somewhere it takes me minutes to cross the battlefield. So whats considered a pvp action? Am i going to get booted just attempting to cross the battlefield without engaging so i can sneak up on a point? |
Thurak1
Psygod9
84
|
Posted - 2013.08.31 03:07:00 -
[313] - Quote
major faux-pas wrote:Oh great, here we go again..
"Mouse cap removed"? So there is no limit to the turn speed ?
You have to be kidding This is a playstation game. I really hope this does not end up giving mouse users an edge. There are plenty of ps3 games that dont even let you use a keyboard or mouse. Maybe dust should be one of them. |
Maken Tosch
DUST University Ivy League
3837
|
Posted - 2013.08.31 03:34:00 -
[314] - Quote
Thurak1 wrote:This: * 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
Worries me. I play a heavy and if i dont take a lav somewhere it takes me minutes to cross the battlefield. So whats considered a pvp action? Am i going to get booted just attempting to cross the battlefield without engaging so i can sneak up on a point?
Don't worry. It's been confirmed that movement alone will prevent you from being kicked. However, I suspect there will be a secret algorithm that will be able to tell apart a heavy trying to reach an objective from an AFKer who slapped a rubber band on his DS3 and facing a corner in an MCC. |
J4yne C0bb
DUST University Ivy League
73
|
Posted - 2013.08.31 20:53:00 -
[315] - Quote
semperfi1999 wrote:Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain.
Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made).
+1. Completely agree.
|
Morph Kni
SVER True Blood Public Disorder.
10
|
Posted - 2013.08.31 22:04:00 -
[316] - Quote
J4yne C0bb wrote:semperfi1999 wrote:Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain.
Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made). +1. Completely agree.
Again totally agree+1 |
LOS HAWK
Science For Death The Shadow Eclipse
54
|
Posted - 2013.09.01 02:25:00 -
[317] - Quote
BL4CKST4R wrote:Quote:Controls * Mouse rotation speed caps have been removed * Mouse sensitivity settings have been updated * Replaced old mouse smoothing with a new system * Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use Hail the KB/M master race. Is the DS3 still slow as hell and have lots of input lag? Quote:* Removed rotation modifier on heavy frames - all frames can now rotate at the same speed So does this apply to all suits or just the heavy frame? Wait this cant be true |
GENERAL FCF
Militaires Libertas Logistics
0
|
Posted - 2013.09.01 07:13:00 -
[318] - Quote
I absolutely LOVE THIS PATCH!!!!! Finally hard core gamers don't just stop playing because it feels like casual gamers were being favorited! Like being rewarded SP for consecutive logins is very ingenious indeed. I was curious though, WHEN ARE WE GOING TO GET GALLENTE HEAVY DROPSUITS!??? When are the "DeadZones" in aiming on the ps3 with the dualshock3 controller going to be fixed!?-(From playing battlefield 3 and jumping to this, its quite noticeable and annoying! Its either too quick when zoomed in or too quick zoomed out there's no slow progression when trying to shoot at someone from far away. And I've messed with the aiming options too. Please Polish it. I absolutely LOVE THIS GAME and choose to play while the game is still being refined but my friends lost interest once they played it with me because of this very reason.)- Can you please look into the heavy machine guns once more? I have the best one in the game and have several damage modifiers and level 3 proficiency. On heavy machine guns and it takes forever to kill ANY medium or heavy dropsuit. It's a heavy machine gun, its supposed to be VERY powerful at close range. I'm happy with the range though, it keeps things balanced. Thank you guys and Girls at CCP for making such an awesome product! I know you ALL work very hard to accommodate massive replies and updates. I've slammed over $30 already-(on a free to play game! Lol)- on AUR/DLC. I know you need to make money so my suggestion is for you guys to make a $60 DLC Season pass that lasts 1yr and then do the same thing the next year and so on! Battlefield Premium made a killing by doing this because they made gamers feel like it was worth the investment for new maps, guns etc. You guys on the other hand have more intricate details like:equipment, modules, armor, shields etc. To make ANYONE feel like heck that was what I paid for! With pride! Love you all and look forward to spending more;) |
General John Ripper
The Generals EoN.
2184
|
Posted - 2013.09.01 18:59:00 -
[319] - Quote
GENERAL FCF wrote:I absolutely LOVE THIS PATCH!!!!! Finally hard core gamers don't just stop playing because it feels like casual gamers were being favorited! Like being rewarded SP for consecutive logins is very ingenious indeed. I was curious though, WHEN ARE WE GOING TO GET GALLENTE HEAVY DROPSUITS!??? When are the "DeadZones" in aiming on the ps3 with the dualshock3 controller going to be fixed!?-(From playing battlefield 3 and jumping to this, its quite noticeable and annoying! Its either too quick when zoomed in or too quick zoomed out there's no slow progression when trying to shoot at someone from far away. And I've messed with the aiming options too. Please Polish it. I absolutely LOVE THIS GAME and choose to play while the game is still being refined but my friends lost interest once they played it with me because of this very reason.)- Can you please look into the heavy machine guns once more? I have the best one in the game and have several damage modifiers and level 3 proficiency. On heavy machine guns and it takes forever to kill ANY medium or heavy dropsuit. It's a heavy machine gun, its supposed to be VERY powerful at close range. I'm happy with the range though, it keeps things balanced. Thank you guys and Girls at CCP for making such an awesome product! I know you ALL work very hard to accommodate massive replies and updates. I've slammed over $30 already-(on a free to play game! Lol)- on AUR/DLC. I know you need to make money so my suggestion is for you guys to make a $60 DLC Season pass that lasts 1yr and then do the same thing the next year and so on! Battlefield Premium made a killing by doing this because they made gamers feel like it was worth the investment for new maps, guns etc. You guys on the other hand have more intricate details like:equipment, modules, armor, shields etc. To make ANYONE feel like heck that was what I paid for! With pride! Love you all and look forward to spending more;) is your enter bar broken? |
Aelita Dranoch
HavoK Core RISE of LEGION
13
|
Posted - 2013.09.01 22:19:00 -
[320] - Quote
* New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi'
i dont understand what this means. can someone explain it? does it mean that infantry will take less damage from being run over in all vehicles? |
|
Thrydwulf Khodan
DUST University Ivy League
13
|
Posted - 2013.09.02 01:32:00 -
[321] - Quote
Aelita Dranoch wrote:* New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi'
i dont understand what this means. can someone explain it? does it mean that infantry will take less damage from being run over in all vehicles?
Currently being touched by a vehicle (that can be moving at a crawl) on the opposing team results in instant demise.... To clones in heavily armed and armored suits. Which are designed to take a beating. So they're modifying it so that you can't merely play bump and die... Vehicles have to be moving at a reasonable speed for vehicular manslaughter to occur. |
Aelita Dranoch
HavoK Core RISE of LEGION
13
|
Posted - 2013.09.02 02:18:00 -
[322] - Quote
Thrydwulf Khodan wrote:Aelita Dranoch wrote:* New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi'
i dont understand what this means. can someone explain it? does it mean that infantry will take less damage from being run over in all vehicles? Currently being touched by a vehicle (that can be moving at a crawl) on the opposing team results in instant demise.... To clones in heavily armed and armored suits. Which are designed to take a beating. So they're modifying it so that you can't merely play bump and die... Vehicles have to be moving at a reasonable speed for vehicular manslaughter to occur.
ok but there's no real need to adjust that players arent normally 'bumped' by the ones i see. normally theyre going at least 10-`15 m/s thats fast enough to kill, its made difficult to hit and run with the logi taxi's and the fact that many of these 'maps' have so many bumps in the road it will throw someone off. just saying this isnt exactly justified |
jlpgaming2752
the unholy legion of darkstar DARKSTAR ARMY
0
|
Posted - 2013.09.02 11:39:00 -
[323] - Quote
So will there be a respect in 1.4? |
Miokai Zahou
Film Actors Guilds
29
|
Posted - 2013.09.02 13:58:00 -
[324] - Quote
no.. not really anyway so give up... it's the end of the world as we know it! |
Crash Monster
Snipers Anonymous
1277
|
Posted - 2013.09.02 18:07:00 -
[325] - Quote
Glad to see snipers won't have to see 15 names and status bars all mashed together... supposedly. |
Verdelle DeMosays
Shattered Ascension
2
|
Posted - 2013.09.03 00:11:00 -
[326] - Quote
G Torq wrote: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! Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% Have fun reloading more often
Awesome! Maybe now the swarm guys won't be able to have 5 sets in the air before the first one lands. Hopefully this gives me, as a tanker, some chance of survivability. The PRO swarms and their bottomless magazines were a pain in my arse. Cautiously optimistic here =) |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
225
|
Posted - 2013.09.03 01:49:00 -
[327] - Quote
Kevall Longstride wrote:I have heard rumour that this update to KB&M will be the last they do for a very long time. Any other work on it now will purely to fix any bugs that come up and when the remapping of your chosen keyboard layout.
All further work on controls will be focused on DS3. There's just too many gaming mice that can be set up to compensate for any aiming nerfs that CCP can bring in to achieve parity between the two control systems.
They should kill KB&M support in my honest opinion. But the genies out of the bottle I suppose now.
I would leave the game if they removed KB/M. I am a pc gamer, always have been. Dust inspired me to buy a PS3 as it had been reduced in price, as well I kind of wanted to play GT5 and metal gear solid.
Dust was the reason I was pushed into actually buying a ps3.
I can't use the control pad. If its a racing game or a hack and slash game like Dynasty Warriors, hell yes I prefer the DS3, however any other game especially shooters, I cant use the control for ****. I have been using keyboard and mouse since the early 90`s as a kid so I could never use something else. |
Dericha
A.N.O.N.Y.M.O.U.S.
0
|
Posted - 2013.09.03 02:41:00 -
[328] - Quote
I am really enojying the patch notes for 1.4. The fixes for murder taxi's, armor, and strafe speed are all very welcome changes. I come to this as a Logi that wanted to play 60/40 support class. This build is doing a lot of make logi's more relevant by making equipment more relevant:
1) Rep tools and injectors are more relevant. There will actually be armor to rep and an injector pick up may not rez with 1 shots worth of hitpoints. Moreover, the murder taxi and armor speed penalty changes will really help armor classes be able stay with the pack.
2) Equipment Slot relevance. Replacing passive scanning with active scanning requires active scanners and therefore an equipment slot- making multiple slots more relevant.
3) Tatical advantage. Assaults cannot run scanners, injectors, uplinks, and nanos. Logi's are needed to do logi stuff as oppposed to being labeled as "one less gun".
4) Lack of submachine gun less problematic. All logi's but the Amarr do not have a sidearm and therefore are severly gimped against the jiggily scount/assaults, which are damn near all of them anymroe. The lowering of strafe speed will allow for armor builds to be more competitive with shield builds, give cover more meaning, and allow the non-Amarr logi's a better chance to survive close encounters. Not to mention it's more realistic.
Caldari Logi fixes did a lot of reduce the demand for "killer logi's" and this patch looks to go further by making non-killer logi's much more relevant. The real questions going forward are two fold: will assault classes, and therefore leadership, realize the value of logi's doing logi things, and will corporations build squads around teamwork and tasks? Because let's face it, kill count is still the yardstick of worth on Dust. |
Michael Arck
Anubis Prime Syndicate
763
|
Posted - 2013.09.03 04:06:00 -
[329] - Quote
It's the final countdown!!! Hell to the yes!!! Can't wait |
Jack McReady
DUST University Ivy League
407
|
Posted - 2013.09.03 08:17:00 -
[330] - Quote
Verdelle DeMosays wrote:G Torq wrote: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! Patch Notes wrote:The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% Have fun reloading more often Awesome! Maybe now the swarm guys won't be able to have 5 sets in the air before the first one lands. Hopefully this gives me, as a tanker, some chance of survivability. The PRO swarms and their bottomless magazines were a pain in my arse. Cautiously optimistic here =) it is a 100% dps boost against anything that dies without a reload and a 30% dps boost against anything that requires a reload.
|
|
Annabandak Mercery
Knights Of Ender
9
|
Posted - 2013.09.03 08:24:00 -
[331] - Quote
Looks good :) , Its today patch isnt it? |
Ferocitan
Planetary Response Organization Test Friends Please Ignore
65
|
Posted - 2013.09.03 10:19:00 -
[332] - Quote
To us keyboard n mouse users: can we get Wasd keys to work on lisits like neocom chatlist and so on. Fix on radial menu for KBnM was long sought after, and I hope you fixed the use of mouse radial menu in map where squad leaders were unable to select a command and control map with wasd too. |
Raukouy
POISION ROSES
0
|
Posted - 2013.09.03 11:27:00 -
[333] - Quote
Was keyboard customization that hard? Jeeeeshhhh.... |
Racro 01 Arifistan
The Surrogates Of War
32
|
Posted - 2013.09.03 13:30:00 -
[334] - Quote
wait so the swamr launchers practically have a damage bonus now that they fire quicker? who in thier right mind would use a vehicle now that wykomis can be complex stacked and have a quicker fire rate....... what is the point in trying to repair that when a wykomi can break through 2 carpace armour hardners, 180mm polycrystilline plate and a heavy igl armour repair modules. in under 3 shots! |
Seven Skulls
Raymond James Corp
0
|
Posted - 2013.09.03 14:19:00 -
[335] - Quote
What to say about this new patch. Well going on 8 min just to find a match I would like to see this fixed. What use to load up and battle in a matter of 3 min now takes a really long time |
Terram Nenokal
Namtar Elite Gallente Federation
163
|
Posted - 2013.09.03 15:31:00 -
[336] - Quote
Armor buff make me moist. No rotation cap on mouse control makes me ***.
Thanks CCP |
wako525
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.09.03 15:57:00 -
[337] - Quote
how about next time they add a point system for destroying enemy drop uplinks and nano hives? that would be greatly appreciated |
BLUE WAFFLE TASTY
Hellstorm Inc League of Infamy
3
|
Posted - 2013.09.03 16:30:00 -
[338] - Quote
wtf did u do to matchmaking...and strafing reduction ? lavs unresponsive, dropships crazy to fly....shield sound is cool tho and new maps rocks |
Stands Alone
Ultramarine Corp
80
|
Posted - 2013.09.03 18:42:00 -
[339] - Quote
I still don't see any improvement on the size of the beds in my quarters... |
Stands Alone
Ultramarine Corp
80
|
Posted - 2013.09.03 18:45:00 -
[340] - Quote
wow... I guess its time to get a wire extension for my keyboard and mouse and start using that... no rotation cap? that's kinda a little OP for mouse users... yup.. I already said the "OP" word |
|
Lone - wolf
anything that moves
0
|
Posted - 2013.09.03 19:07:00 -
[341] - Quote
Who was the brainchild for reducing swarm volleys to 0.3 seconds , a million isk arm tank dropping like a sack of **** to a 30k swarm launcher before you can even get reps on. I've been an armor tanker for a long time now and consider myself an ok player having to deal with av like around 2k swarm hits with mitigation's on , they take most tanks down like paper leaving you out of pocket for just 1 loss for at least a few matches, now you decrease the volley time dramatically , what chance do close encounter tanks have now , you will be forcing many to sit in the distance redline sniping etc . I played 2 matches today and logged off and feel like a want to quit for good . apologies for my grammar etc im disloksik :P |
General Genitals
Algintal Core Gallente Federation
0
|
Posted - 2013.09.03 20:03:00 -
[342] - Quote
Another patch. Great.
Are all patches in the future going to consist of downloading 2.4 GB? Every patch means downloading Dust over again... Will there ever be compartmentalized updates similar to EVE? Only patching the files necessary Not all of us have wicked bandwidth. |
Fiddler Galaine
Northwind Alliance Dark Taboo
18
|
Posted - 2013.09.03 20:38:00 -
[343] - Quote
General Genitals wrote:Another patch. Great.
Are all patches in the future going to consist of downloading 2.4 GB? Every patch means downloading Dust over again... Will there ever be compartmentalized updates similar to EVE? Only patching the files necessary Not all of us have wicked bandwidth.
It may be a way of avoiding the costs involved with applying an update? |
edgardo1156
CHACALES
4
|
Posted - 2013.09.03 21:27:00 -
[344] - Quote
spanish please |
KalOfTheRathi
Black Phoenix Mercenaries
621
|
Posted - 2013.09.03 22:39:00 -
[345] - Quote
edgardo1156 wrote:spanish please Check the Spanish forums.
Start at the head and scroll down, there are several other languages supported.
This might be it, I don't read Spanish so I am not certain.
https://forums.dust514.com/default.aspx?g=topics&f=1080 |
Driver Cole
Nor Clan Combat Logistics
2
|
Posted - 2013.09.04 03:23:00 -
[346] - Quote
I'm a little confused with one of the skill change to the plasma cannon. It says that upgrading the skill would increase ammo by 1 unit, but is that for the ammo cap or the clip cap? |
Xender17
Ahrendee Mercenaries EoN.
540
|
Posted - 2013.09.04 04:49:00 -
[347] - Quote
Driver Cole wrote:I'm a little confused with one of the skill change to the plasma cannon. It says that upgrading the skill would increase ammo by 1 unit, but is that for the ammo cap or the clip cap? When it says ammo it means ammo cap. other wise it would say unit per clip. |
bcs1a
RoyalSquad514
73
|
Posted - 2013.09.04 04:50:00 -
[348] - Quote
Well, I love reading all this cool stuff and even with my good internet connection, I won't be able to do anything for another 422 minutes because just like the EvE patch on several people's computers, the download speed sucks balls...
and no, it's not my Inet connection, speed tests to other sites are just fine.
Sucks that it's cost me the whole day between all of my CCP accounts and I still can't play the one I needed to play today for my SP..
o/ Bill
|
Xender17
Ahrendee Mercenaries EoN.
540
|
Posted - 2013.09.04 04:56:00 -
[349] - Quote
bcs1a wrote:Well, I love reading all this cool stuff and even with my good internet connection, I won't be able to do anything for another 422 minutes because just like the EvE patch on several people's computers, the download speed sucks balls...
and no, it's not my Inet connection, speed tests to other sites are just fine.
Sucks that it's cost me the whole day between all of my CCP accounts and I still can't play the one I needed to play today for my SP..
o/ Bill
Try deactivating all other wifi devices in your residence. Move your ps3 to your router. If you have a router with an antenna google tin foil booster for router. Work to a lesser effect when the router doesn't have one. I also suggest you set both your router and your ps3 to broadcast on a specific channel. Automatic for ps3 catches other routers and all for the router allows it to pick up everything to a certain degree. |
ConantheCimmerian
KNIGHTZ OF THE ROUND Public Disorder.
8
|
Posted - 2013.09.04 06:18:00 -
[350] - Quote
Thank the fuckin' lord. Armor suits. BLESS US FOR OUR CLARITY<333 |
|
trollsroyce
Ametat Security Amarr Empire
656
|
Posted - 2013.09.04 12:07:00 -
[351] - Quote
Excellent patch. <3 |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
46
|
Posted - 2013.09.04 14:37:00 -
[352] - Quote
bcs1a wrote:Well, I love reading all this cool stuff and even with my good internet connection, I won't be able to do anything for another 422 minutes because just like the EvE patch on several people's computers, the download speed sucks balls...
and no, it's not my Inet connection, speed tests to other sites are just fine.
Sucks that it's cost me the whole day between all of my CCP accounts and I still can't play the one I needed to play today for my SP..
o/ Bill
Hmm. Took me 20mins. |
bcs1a
RoyalSquad514
73
|
Posted - 2013.09.05 01:03:00 -
[353] - Quote
Xender17 wrote:Try deactivating all other wifi devices in your residence. Move your ps3 to your router. If you have a router with an antenna google tin foil booster for router. Work to a lesser effect when the router doesn't have one. I also suggest you set both your router and your ps3 to broadcast on a specific channel. Automatic for ps3 catches other routers and all for the router allows it to pick up everything to a certain degree.
hey thanks for the tips... I actually work in IT :P direct connect, wired, not wireless, no other devices downloading at the time, and we don't use wireless for anything cept my daughter's laptop (which was turned off and the wireless was turned off as well) had the same issue with EvE updates and there are complaints all over the EvE update thread about it too...
It was finally done except for the 36mg update when I woke up this morning and that one went better.
thanks again.
o/ Bill
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bcs1a
RoyalSquad514
73
|
Posted - 2013.09.05 01:04:00 -
[354] - Quote
Jaysyn Larrisen wrote:bcs1a wrote:Well, I love reading all this cool stuff and even with my good internet connection, I won't be able to do anything for another 422 minutes because just like the EvE patch on several people's computers, the download speed sucks balls...
and no, it's not my Inet connection, speed tests to other sites are just fine.
Sucks that it's cost me the whole day between all of my CCP accounts and I still can't play the one I needed to play today for my SP..
o/ Bill
Hmm. Took me 20mins.
I wish it would have been that short LMAO... o/
Bill
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Weaver Jack
ROYAL SQUAD
0
|
Posted - 2013.09.05 02:13:00 -
[355] - Quote
I'm realy glad that they fixed the murder taxi because I was playing a match earlyer today and manages to survive a head-on collision with 20 armor to spare. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
391
|
Posted - 2013.09.05 07:04:00 -
[356] - 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!
yay now i can sprint after firing a salvo and not just stand around like a ****** for 2 seconds |
mansonite
Woodgrain Atari
0
|
Posted - 2013.09.05 18:31:00 -
[357] - Quote
i do not see how you can change an item, that I paid cash money for. I would have never got the elite pack if I knew you guys were going to nerf the taxi so bad. and I cant even jump out an kill folks with my heavy gun anymore because yall nerfed that too, an beefed the other weapons. my armor points went up, but my suit is way weaker.I feel like im back to 0 skillpoints, my heavy is so useless now. why would you change a game that was so awesome, you have made it where I don't want to play it. |
mansonite
Woodgrain Atari
0
|
Posted - 2013.09.05 19:51:00 -
[358] - Quote
mansonite wrote:i do not see how you can change an item, that I paid cash money for. I would have never got the elite pack if I knew you guys were going to nerf the taxi so bad. and I cant even jump out an kill folks with my heavy gun anymore because yall nerfed that too, an beefed the other weapons. my armor points went up, but my suit is way weaker.I feel like im back to 0 skillpoints, my heavy is so useless now. why would you change a game that was so awesome, you have made it where I don't want to play it. I played it again this morning, same ole story. my heavy is no longer a force to be reckoned with. please don't change my heavy, I have 11.5 million sp spent there. and now I cant even get a 1.00 kdr because of that overheating 25% quicker and all the other weapons have gotten so much better. this is unfair! |
Seeth Mensch
Damage Core corp. The Superpowers
13
|
Posted - 2013.09.06 17:33:00 -
[359] - 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!
It feels like vehicles are really kind of getting harder and harder to run effectively. I has a sad about that.
Still, some of these are always in the process of tweaking. Nothing should be indestructible--well, except me, of course, that's a given--and we will learn how to deal with swarms again.
No more murder taxi is a great thing, it was an annoying go-to when I was losing to hop in the jeep and run around a while, I like that it's not helpful to do that any more!
Now, if dropships could just get a chaff option... |
501st Headstrong
Super Nerds
16
|
Posted - 2013.09.07 22:09:00 -
[360] - Quote
Arkena Wyrnspire wrote:Patch notes! \o/ They're here!
Huzzah, armour fixes! I guess I'll have more to say on those later though.
I'm liking the look of the matchmaking. I'm curious though, how does it match players up? Is it based on SP? Gear standard? KDR? The faction contracts system is partially good news, but what will it mean for queue-syncing? Will we get a team deploy any time soon?
The AFK fix is very good news. However, it would be nice if you would define what a PvP action is.
The RDV drop-off point is excellent. I'm not sure about shields and armour only on the target you're aiming at. We'll see how strict this is though. About active scanners picking up equipment - does this mean you won't almost automatically pick them up? Squad leader icon, good.
Swarm launcher changes... They seem unnecessary. The FG/MD/PC/SL changes are nice though. Laser rifle changes, very good.
New maps HELL YES!
Corp tax - interesting, but the 0% tax on NPC corps is dubious.
The starmap stuff is very nice, but it would be nice if we could use it for something. Like choosing where to fight properly (maybe deploying a team to a specific district in FW).
The Matchmaking is certainly not put into SP due to the fact I went up against a Corp a few hours ago with full proto weaponry and gear vs my measly Duvolle Rifle. My KDR is a .86, those guys had to be at least over a 1.0.
What is AFK? I know it doesn't mean Away From Keyboard lol.
RDV's are still deploy from heights and destroy friendly vehicles.
Swarm Launcher Changes: I can't tell, due to the fact I've never had Advanced Swarm Launchers. Good I guess. LR changes: Still can't hit anything unless it's absolutely still. Not whining, just a fact. New Maps: They should released with every patch. Corp Tax: Yet to experience it. Starmap, needs to allow me to take my ship throughout the Universe and survey planets. I'd love to have a picnic on Caldari Prime
Rating: Can't wait for 1.5 |
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Almighty Supra
Onikanabo Brigade Caldari State
0
|
Posted - 2013.09.17 01:27:00 -
[361] - Quote
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 |
Beren Hurin
Onslaught Inc RISE of LEGION
1612
|
Posted - 2013.09.17 19:50:00 -
[362] - 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. |
DUSTer 999
Seykal Expeditionary Group Minmatar Republic
1
|
Posted - 2013.09.22 19:52:00 -
[363] - Quote
Updates take forever >:( |
Tom Hamp
Subsonic Synthetics
0
|
Posted - 2013.09.24 07:58:00 -
[364] - Quote
Sana Rayya wrote:Still no mention of the fix on Caldari Logistics shield delay...
if i'm correct the caldari with that extender bonus in logistics class the damn suit was abused to be use as a assault suit instead of being used as a triage (medic) or a uplink dispatcher that's its true purpose reguardless. |
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