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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
DRaven DeMort
SVER True Blood Public Disorder.
67
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Posted - 2013.10.02 21:42:00 -
[211] - Quote
CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation.
Will we get a respec? on the Sp we have spent in vehicles?
If you want to see something impressive yet sad go look at my TOONS skills, and then you will understand that you guys are and keep letting us pilots down and in turn we will no longer fly and may stop playing this game, because planetside 2 is coming out along with the ps4 and that's just a few months away, but you know that,
and in knowing this you guys put out those omega boosters at round 30 dollars a piece because you guys seance it don't you?
you guys are very aware that people will be and are leaving the game and with that a large portion of your revenue will fall away so your starting to fleece the flock, instead of stepping up and listening to common seance you guys are just freeze up and let everyone down with a little less money in there pockets.
Games usually goes for around 65 bucks a pop for a new release, I have spent around that much or a bit more on this GÇ£free to play titleGÇ¥ but I have paid, and some people have even spent hundreds of dollars on this GÇ£free to play titleGÇ¥.
If you want you say is true, about trying to make vehicles FUN get rid of that Forge-gun or as many of us have said give the vehicles an HP boost, missiles a larger area of effect + some more range, blasters more range but damage drop-off when hitting things farther away, rails need not over heat so fast and also have damage drop-off at range like blasters, and the forge-gun needs to have damage drop-off at range as well, and then that would work out better then one of your "UPDATES" and whats with the draw distance?
Like I said before GÇ£I am no longer going to buy any active or passive boosters, and or aurum till you guys get the core mechanics (balance) right in this game, fix the issues you have now before adding anymore; that way you don't have to fix them in the futureGÇ¥.
Right now the way I see it as well as many other objective people see it; the biggest problem you have now is the Forge-gun, and your mass driver.
To fix this have the Forge-gun have damage dropoff at range, and the mass driver should have a minimum arming distance. <----Fixed a whole lot of issues, will you listen probobly not. |
Disturbingly Bored
The Strontium Asylum
758
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Posted - 2013.10.02 21:43:00 -
[212] - Quote
Shion Typhon wrote: 2) A period of intense boredom for the pilot while he leaves combat to wait for his next godmode window
I imagine the pilot won't be that bored when I'm lobbing blue hell at him from a rooftop as he tries to make it far enough away during the cooldown.
I wonder if the real usage would be more "OH CRAP, GONNA DIE, Activate and hightail it!" rather than "Haha God Mode NOW DIE!" |
Noc Tempre
Imperfects Negative-Feedback
2570
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Posted - 2013.10.02 21:43:00 -
[213] - Quote
Vehicles are losing a lot of health and flexibility. Ammo is being added on top of heat for more worries but at no benefit such as ammo selection. Shields, traditionally the anti infantry option, is now completely losing the one unique holdover from EVE - passive shield regen. Fights are getting less interesting and faster. The only successful module is the new shield injector (not really a booster with only one pulse): it is a single use situationally powerful tool that can be used once per fight. The rest are long timers on long cooldowns. While they are laudable for rewarding proactive use, they are cancerous because they are effectively forced retreats. The gameplay is to sit in timeout as your reward for winning. Win enough and you have to retreat all the way to the MCC (the only place to find a live supply depot). Is the recall mechanic going away? Because otherwise the ammo and cooldowns are pointless.
Everyone would have been happy with double the health and half or even less the damage vs infantry. Instead vehicles are now disposable equipment. Hopefully the ISK price will at least match this new status. I will say, personally, while eve-lite has gone disastrously for infantry combat it would have been excitingly unique for mechanized warfare. Only in the community created masterpiece of Living Legends have I seen vehicle combat so interesting and deep as the potential DUST presented with heat and energy management. But like MWO, it is getting dumber and dumber with each iteration (need I say coolant flush?) instead of playing up it's strengths. |
Bojo The Mighty
Zanzibar Concept
2092
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Posted - 2013.10.02 21:44:00 -
[214] - Quote
Alright the blaster thing must be a typo. Whew. Other than that things seem different but unable to determine for better or worse due to unforseen agility changes/AV changes. |
Alldin Kan
TeamPlayers EoN.
639
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Posted - 2013.10.02 21:51:00 -
[215] - Quote
You forgot to consider AV nerfs in CCP's update, post by OP is only about vehicles. AV thread should come in later, there's simply no way CCP could release the vehicles with AV being left untouched. |
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CCP Logibro
C C P C C P Alliance
2514
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Posted - 2013.10.02 21:54:00 -
[216] - Quote
Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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pyramidhead 420
Krullefor Organization Minmatar Republic
60
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Posted - 2013.10.02 21:56:00 -
[217] - Quote
CCP Logibro wrote:Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can. are any lav's being removed, i dont see my lav on the chart |
RydogV
Shadow Company HQ
409
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Posted - 2013.10.02 21:59:00 -
[218] - Quote
Skihids wrote:To really test the balance and get rid of the noise AV will lo have to be stripped down to the STD versions just like vehicles.
This isn't a nerf whine, but rather a realistic testing requirement unless you are trying to balance STD vehicles against PROTO AV.
Solid logic and was going to be the basis of my own comment. I don't EVER drive vehicles, save the occasional LAV BPO to get from point A to point B. And I do not generally rush to switch into an AV fitting when dominant vehicles emerge on the field. In fact, I only have Swarms at Advanced level with zero proficiency and Militia Forge as my only AV options (use the former seldom and latter never).
But it would stand to reason that with only Militia and Standard vehicles planned to be available it is high time we remove Advanced and Proto anti-vehicle options from the game in an effort to level the playing field and provide a more dynamic experience. Seems like the sporting thing to do, does it not?
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Noc Tempre
Imperfects Negative-Feedback
2570
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Posted - 2013.10.02 22:00:00 -
[219] - Quote
Alldin Kan wrote:You forgot to consider AV nerfs in CCP's update, post by OP is only about vehicles. AV thread should come in later, there's simply no way CCP could release the vehicles with AV being left untouched.
AV nerfs don't even matter. Looking at a strict vehicle vs vehicle fight it is already horrible. |
Noc Tempre
Imperfects Negative-Feedback
2570
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Posted - 2013.10.02 22:01:00 -
[220] - Quote
CCP Logibro wrote:Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can.
While you are at it, get him to include what will become of the BPO lavs. |
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Vin Vicious
Capital Acquisitions LLC Public Disorder.
530
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Posted - 2013.10.02 22:06:00 -
[221] - Quote
Are AV weapons also being looked at, if AV isn't getting looked at you're just making vehicles weaker towards AV
If you are working on AV than I'd assume a lot of the bitchhing going on in this thread will be gone, all that will remain is people basically whining the way they play vehicles now isn't going to work when this update is released |
Sinboto Simmons
SVER True Blood Public Disorder.
1328
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Posted - 2013.10.02 22:13:00 -
[222] - Quote
Full auto missiles? Sounds interesting.
But all in all a fantastic vision for 1.6. you vehicle guys deserved some love for sure, and this is a good sight for me personally I love seeing dust moving in a more tactical direction. For vehicles anyway. |
Alldin Kan
TeamPlayers EoN.
641
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Posted - 2013.10.02 22:17:00 -
[223] - Quote
Noc Tempre wrote:AV nerfs don't even matter. Looking at a strict vehicle vs vehicle fight it is already horrible. If you refer to the Madrugar fits you mentioned (dual rep + Hardener) then yes. Once that gets sorted (it has to right? ), if you still insist on long tank vs tank fits then all it's needed is to reduce damage on all turrets by a fixed percentage just like the infantry weapons in a earlier build. |
Taurion Bruni
D3M3NT3D M1NDZ The Umbra Combine
185
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Posted - 2013.10.02 22:19:00 -
[224] - Quote
CCP,
while it is great that you are finally reworking the vehicle role, especially the dropships, I would advise that getting rid of the specialized versions for a short period of time (mind the proto tanks), will only dampen the role, rather than enhance it. Instead I would suggest that you finish the rework, but keep the ships in the game for now. keeping them is not OP, but removing them is a nerf. |
NextDark Knight
Hellstorm Inc League of Infamy
58
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Posted - 2013.10.02 22:29:00 -
[225] - Quote
DEVs can you Open up Singularity and your other test and development servers?
It would be real fun if we could play with some of the items being developed on singularity. 100isk proto gear and 100isk suites for testing. l Plus maybe seeing some of the tanks being developed would be a nice addition. |
Alldin Kan
TeamPlayers EoN.
641
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Posted - 2013.10.02 22:38:00 -
[226] - Quote
NextDark Knight wrote:DEVs can you Open up Singularity and your other test and development servers? It would be real fun if we could play with some of the items being developed on singularity. 100isk proto gear and 100isk suites for testing. l Plus maybe seeing some of the tanks being developed would be a nice addition. I WANT TO BELIEVE. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6356
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Posted - 2013.10.02 22:56:00 -
[227] - Quote
Please post planned AV weapon damages/stats so we can judge how viable vehicles will be. Please post planned prices. I'm hoping there will be a price cut, tanks and dropships are both too expensive. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6657
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Posted - 2013.10.02 23:08:00 -
[228] - Quote
KAGEHOSHI Horned Wolf wrote:Please post planned AV weapon damages/stats so we can judge how viable vehicles will be. Please post planned prices. I'm hoping there will be a price cut, tanks and dropships are both too expensive. Dropships are BEAST!!
Especially if there's an AV nerf. My Promi is already pretty boss, all things considered. Give them better remote reps and remote ammo reps for vehicles and they will actually have a reason to logi, though you could fit a mean tank on that. I wonder if collision will still instasplode you. It should really just deal a reasonable amount of damage, but push you in the direction that they hit you relative to how fast they hit you. Though, if they're going max speed and slam into you, chances are you're both going to die.
Though how ******* boss would that be, to see a logi ship punch all it's reps and resistances and just gets ready to compensate for the shock, as this militia ship flies full barrel into him and just explodes, barely denting the logi ship as it reps and floats away
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Temba Fusrodah
Ganksters Inc Drake Ashigaru
70
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Posted - 2013.10.02 23:13:00 -
[229] - Quote
What have you done to address HAVs and LAVs diving off towers and surviving the fall?
Unless vehicle recall is suspended during cool down you've accomplished nothing substantial. HAV rolls out from behind building in his God Mode, blasts away, takes some return fire rolls back behind building and recalls the HAV. This should not be immediately possible.
The few static turret emplacements that could curtail the lords of the battlefield, HAVs and dropships, are mostly placed where they are the least effective, behind cargo containers and out of range, really why do you bother to place them there at all?
Killing dropsuits with most of these weapons requires extreme luck, and vehicles unless piloted by noobs quickly head for cover or up out of range.
When are we going to see a laser turret on HAVs, LAVs, dropships, or static turrets?
If you want to balance combat, buff the hell out of repair modules, so that vehicles or turrets when supported could tank incoming damage. A standard tactic in EVE yet to be effectively implemented in DUST 514.
HAVs, LAVs, dropships, and swarm launcher gunners NEED the ability to lock onto swarm launchers.
Vehicles need the equivalent of a long range sniper gun mountable instead of the inaccurate short range small missile launchers and machine guns, something with the punch of a Thale and a rapid three to five shot burst.
Have you really improved blast radius damage? Currently it's laughable for everything except demolitions, orbitals, and mass drivers. The silly little swarm launcher should not be safe behind the thin fence atop a building when targeted by a HAV gun or a static turret.
HAVs should not be invulnerable but they should be very lethal, don't turn a tiger into a pussycat. |
xp3ll3d dust
The Southern Legion The Umbra Combine
89
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Posted - 2013.10.02 23:14:00 -
[230] - Quote
My favourite change: They simplified armor plates to Basic / Enhanced / Complex. Makes it much easier now. |
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knight of 6
SVER True Blood Public Disorder.
318
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Posted - 2013.10.02 23:18:00 -
[231] - Quote
I love it, turret damage seems largely unaltered for us taking the hit on ammo, but I assume HP and resist will make up the difference.
this is a lot to ask I know but could you release passive armor mods in 1.6? I'm a little sketchy on the Idea of passive armor regen but have never liked shield tanks so it be a help to get a taste of the new mods before they hit.
also I assume I will be getting a partial/full refund to cover the changes? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
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Posted - 2013.10.02 23:25:00 -
[232] - Quote
RydogV wrote:Skihids wrote:To really test the balance and get rid of the noise AV will lo have to be stripped down to the STD versions just like vehicles.
This isn't a nerf whine, but rather a realistic testing requirement unless you are trying to balance STD vehicles against PROTO AV. Solid logic and was going to be the basis of my own comment. I don't EVER drive vehicles, save the occasional LAV BPO to get from point A to point B. And I do not generally rush to switch into an AV fitting when dominant vehicles emerge on the field. In fact, I only have Swarms at Advanced level with zero proficiency and Militia Forge as my only AV options (use the former seldom and latter never). But it would stand to reason that with only Militia and Standard vehicles planned to be available it is high time we remove Advanced and Proto anti-vehicle options from the game in an effort to level the playing field and provide a more dynamic experience. Seems like the sporting thing to do, does it not? Agreed. As someone who runs proto heavy gear, I think it makes sense to drop at least the proto versions of the forge gun and swarm launcher, if not the advanced as well. I'd also like to see what happens if we disable AV grenades entirely for a month.
I realize this opens up the possibility of a lot of angry response from even MORE people for removing items they're using, but it does make sense if we're trying to pare down the vehicle/AV equation to its most basic elements. This is even truer when taking into account the variants (assault and breach).
On the other hand, almost everyone who has specialized in AV will feel a renewed sense of purpose if AV grenades are taken out of the equation.
Someone may point out that vehicles will still have advanced and proto modules--however, infantry still have advanced and proto suits and modules. The weapons should be matched to the hull. Standard-level weapons can still be augmented by complex damage mods and skills, and backed up with proto modules. |
ladwar
Dead Six Initiative Lokun Listamenn
1801
|
Posted - 2013.10.02 23:35:00 -
[233] - Quote
xp3ll3d dust wrote:My favourite change: They simplified armor plates to Basic / Enhanced / Complex. Makes it much easier now. my "favourite" change: no more PG mods so shields are royally in trouble with everything. wait i mean most hated. |
gbghg
L.O.T.I.S.
3597
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Posted - 2013.10.02 23:50:00 -
[234] - Quote
PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. |
ladwar
Dead Six Initiative Lokun Listamenn
1801
|
Posted - 2013.10.02 23:59:00 -
[235] - Quote
gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU
you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS
GONE, forever! |
Blaze Ashra
Holdfast Syndicate Amarr Empire
18
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Posted - 2013.10.03 00:00:00 -
[236] - Quote
Stefan Stahl wrote: Also, I completely support the removal of the assault DS. The ADS fills a role that dropships were never designed to fill. I can wait for actual fighters, even if that means that my ADS-pilot-alt will have to retire for a while.
FYI: kind of a douche thing to say. |
Nguruthos IX
PEN 15 CLUB
1947
|
Posted - 2013.10.03 00:01:00 -
[237] - Quote
I hope this does not mean that a vehicle cannot rep up its armor or shields properly if there is some AR or sniper shooting at it...
-.0 |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2542
|
Posted - 2013.10.03 00:01:00 -
[238] - Quote
CCP what the hell are you thinking removing ADS and Logi Dropships....
But I like the new skills since it means HAVers aren't penalised for specing tanks when the new racial varients are released... whenever that is, and skills that affect Active modules. |
KalOfTheRathi
Nec Tributis
779
|
Posted - 2013.10.03 00:02:00 -
[239] - Quote
The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. I am quitting. I need my SP so I can go PROTO in my Minmatar Logi Suit as well as Proto some weapons as well.
Tanks are done, Drop Ships are done and Logi Vehicles don't even exist.
Remind me again, what is the purpose of this game? If I cannot find one then DUST is dead to me. |
johnhonorcrest2
RestlessSpirits
10
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Posted - 2013.10.03 00:12:00 -
[240] - Quote
CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation.
thats funny u said the same thing about the marauders good by dust i tried to give u a chance but u lost me to gta |
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