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Cosgar
ParagonX
4965
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Posted - 2013.09.08 09:16:00 -
[1] - Quote
gabriel login wrote:DJINN Marauder wrote:I agree. Ppl die to fast now. You can't strafe as well anymore which ruins what dust was. i hope your jokeing about the strafe thing because if you need that to win an have fun you suck just as much as the guy who made the post. Strafing is an essential part of a tracking FPS, you know, what Dust 514 is supposed to be. It makes fights more interesting than who has the highest EHP and the fastest trigger finger. People don't like strafing because it exposes a weakness that this "modern" FPS generation lacks- aiming. I'm not talking about point, click, shoot but sustained aim and the ability to track a moving target.
(Bunch of spoiled brats, back in my day we had to rocket jump to school, over a pit of lava...) |
Cosgar
ParagonX
4967
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Posted - 2013.09.08 09:21:00 -
[2] - Quote
DJINN Marauder wrote:Fizzer94 wrote:DJINN Marauder wrote:I agree. Ppl die to fast now. You can't strafe as well anymore which ruins what dust was. I am doing just fine. Same as always. Seems like you relied too much on the bad hit detection and high strafe speeds of previous versions. Adapt or die ************. I am adapting, I didn't rely of bad hit detection. (Maybe I did.. I am a scout after all lol) but I did rely on strafing. After all dust was all about strafing. And aiming... Now it doesn't require much of both anymore. At least not as much as it used to. Ah well.... I still do pretty well. I can attest to Marauder and the business end of his shogun. (when it worked) Dude sprint strafes like a boss. |
Cosgar
ParagonX
4976
|
Posted - 2013.09.08 10:21:00 -
[3] - Quote
SgtDoughnut wrote:Garrett Blacknova wrote:
Don't use what you can't afford to lose.
Ladies and Gents this is the number one rule in new eden and should apply to every facet of any game that is set in this world. Do not use what you cant afford. And to those who say that their proto suits are now far to squishy, aren't most of you the same people telling everyone over and over again that there is not a huge difference between proto and advance and that we should just HTFU and L2P, it there wasn't such a huge difference why did you use them all the time in the first place, and why are you complaining so much now that you cant afford to use them all the time. Fine, then give me an advanced logi suit that has 4 equipment slots. |
Cosgar
ParagonX
4976
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Posted - 2013.09.08 10:49:00 -
[4] - Quote
SgtDoughnut wrote:Cosgar wrote:SgtDoughnut wrote:Garrett Blacknova wrote:
Don't use what you can't afford to lose.
Ladies and Gents this is the number one rule in new eden and should apply to every facet of any game that is set in this world. Do not use what you cant afford. And to those who say that their proto suits are now far to squishy, aren't most of you the same people telling everyone over and over again that there is not a huge difference between proto and advance and that we should just HTFU and L2P, it there wasn't such a huge difference why did you use them all the time in the first place, and why are you complaining so much now that you cant afford to use them all the time. Fine, then give me an advanced logi suit that has 4 equipment slots. Exactly what I was getting at, people would say over and over again, ADV and proto does not have much of a difference, but theres a huge difference, in slot layout. So HTFU and use proto sparingly and see how well you do instead of relying on that crutch to carry you through every fight you are ever in. Keep telling yourself that. I don't use my proto suit for extra survivability I use it because it's the only one that has 4 equipment slots. Want repairs? Got it. Want ammo? Got that too. Want a nanopen? Got that too. Want me to scan too? Oops, my ADV suit only has 3 equipment slots and having 4 is somehow a crutch. Good luck getting shot in the back by that aim assisted militia AR. Better luck next time... |
Cosgar
ParagonX
4976
|
Posted - 2013.09.08 11:07:00 -
[5] - Quote
I-Shayz-I wrote:Don't need a hp buff, more like a damage reduction nerf
They increased damage by 10% because of bad hit detection and that fixed some things. Now that hit detection is fixed, they need to remove that 10% damage buff. That's just one hot fix we know about because it was documented. Imagine all the little ninja fixes they did between 1.0 and 1.4 uprising. I wouldn't be surprised if they tweaked anything from weapon dispersion to hit boxes to compensate for hit detection and aiming. |
Cosgar
ParagonX
4976
|
Posted - 2013.09.08 11:12:00 -
[6] - Quote
DJINN Marauder wrote:Cosgar wrote:I-Shayz-I wrote:Don't need a hp buff, more like a damage reduction nerf
They increased damage by 10% because of bad hit detection and that fixed some things. Now that hit detection is fixed, they need to remove that 10% damage buff. That's just one hot fix we know about because it was documented. Imagine all the little ninja fixes they did between 1.0 and 1.4 uprising. I wouldn't be surprised if they tweaked anything from weapon dispersion to hit boxes to compensate for hit detection and aiming. There was a point where your hitbox got bigger the faster you ran .... I don't know if its still there. Looks like it. |
Cosgar
ParagonX
4979
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Posted - 2013.09.08 11:39:00 -
[7] - Quote
2-Ton Twenty-One wrote:Cosgar wrote:I-Shayz-I wrote:Don't need a hp buff, more like a damage reduction nerf
They increased damage by 10% because of bad hit detection and that fixed some things. Now that hit detection is fixed, they need to remove that 10% damage buff. That's just one hot fix we know about because it was documented. Imagine all the little ninja fixes they did between 1.0 and 1.4 uprising. I wouldn't be surprised if they tweaked anything from weapon dispersion to hit boxes to compensate for hit detection and aiming. Your both wrong. The 10% buff was because of the removal of the 10% buff that the Weaponry skill used to provide that was removed at uprising when the whole skill tree was changed. the damage has not been buffed at all.
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges. |
Cosgar
ParagonX
5033
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Posted - 2013.09.09 08:12:00 -
[8] - Quote
2-Ton Twenty-One wrote:SO what I said right? the fact that there was hit detection issues in no way affects that damage for pretty much all weapons was kept constant from what it was in Chromosome when hit detection was good. We're both kind of half right. The biggest issue was TTK. Because nobody could aim properly and shots weren't registering consistently, the 10% damage was put in to compensate. Uprising was all about making passive skills gear specific than character specific so that your fittings became more powerful instead of just your toon. That's most likely why they got rid of the weaponry skill bonus in the first place. You want 10% damage added to your weapons? Use a complex damage mod. |
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