|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Beren Hurin
The Vanguardians
1366
|
Posted - 2013.09.03 16:56:00 -
[1] - Quote
Takahiro Kashuken wrote:Swarms are defo OP - My 'Dren' swarms fires the full clip in 5sec or less and i dont have a single SP into swarms
Shield tanks - Gun depression nerf, you cant aim below 0deg it seems, maybe 5 at the most
Dropships - Side guns still not fixed, cant look forward because they snap back into position, new camera is so-so not sure how it would go for shooting stuff
LAV - Gun still faces the wrong way when you get into it
Have you calculated the damage amount for Dren swarms? Why is that inherently bad? My AR fires the full clip in 5sec or less...
Is there a point with the gun's depression that you think it shouldn't go? Do you think it would be fair for infantry to be able to get up close near you and under your gun? |
Beren Hurin
The Vanguardians
1422
|
Posted - 2013.09.05 16:32:00 -
[2] - Quote
I think some of the most significant complaints have come from confusion over long term design gameplay and players' interpretation of how it fits in their understanding.
For some reason, the weapons devblog's theme didn't really get traction with players' understanding. It came at a time when we have had only 50% of all racial weapons and he hit detection and strafing speed were not meeting design goals.
Primarily, people are disappointed with the ARs killing speed. More bullets are hitting the target now. It's especially deadly in the hands of people with sharpshooter trained. But people don't get weapon design and damage application. The idea tat blasters/plasma is the most deadly up close weapon should be more obvious to more people.
The debate about balance now is centered around 'time to kill' because brick tanking was so prevalent in 1.0-1.3 and because the small range of direct fire weapons and their limited damage projection profiles. I really like the target intel on the target now. This SHOULD help this immensely if players realize this.
However I think a weapon design blog 2.0 should be in the pipe to clarify that weapon choice will become a very decisive factor in figuring your survivability because of projection and application.
Perhaps an explanation of the accuracy stat and if it or how it is related to dispersion and kick. |
Beren Hurin
The Vanguardians
1463
|
Posted - 2013.09.08 04:25:00 -
[3] - Quote
I think we at least need a thorough explanation of how it works exactly and what is going on. Then maybe people might figure out ways to work against it. One thing is that I think it tracks movement only after the cursor has landed with a 'red sight' until then it doesn't pull the reticle. I think one way people can do a little of what they used to is to dodge in and out of cover. The crosshairs won't turn red when the target is behind cover and therefore it won't track. |
Beren Hurin
The Vanguardians
1482
|
Posted - 2013.09.09 16:47:00 -
[4] - Quote
We were told about a devblog after CCP Wolfman's initial aim assist devblog on a feedback thread. his devblog mentions adhesion and magnetism, while Wolffman talks about friction during the Cast514 devcast. I'm wondering if we just missed a blog that could have helped explain quite a bit more. |
Beren Hurin
Onslaught Inc RISE of LEGION
1560
|
Posted - 2013.09.12 15:06:00 -
[5] - Quote
It is minor, but, in the PC view, the new planet graphics are awesome, however, sometimes you can see the 'seams' of the transparent graphic tile. |
|
|
|