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Author |
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Cosgar
ParagonX
5772
|
Posted - 2013.10.11 00:29:00 -
[1] - Quote
Agreeing with everyone above me. The short TTK we have doesn't work with the character building mechanics we have- especially when there's currency involved. Players deserve enough decency to shoot back, no matter if they're wearing MLT or prototype. |
Cosgar
ParagonX
5929
|
Posted - 2013.10.13 11:09:00 -
[2] - Quote
Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... |
Cosgar
ParagonX
5929
|
Posted - 2013.10.13 11:33:00 -
[3] - Quote
pegasis prime wrote:I would have to say that the time to kill is a bit quick for a tracking dps game . This only really occurd after the birth if aimassist combind with its twin improved hit detection. Niw the only way round this is either 1 of 3 ways
1 leave it all allone and allow dust to remain a fast pased semi twich shooter.
2 give everything 100% more hp in total.leaving the dps the same
3 lower the dps of every thing by 50% and leave the hp where it is
The first option really explains its self and tge secont 2 options would increas engagement times across the board as well as make for more tactical gameplay as you simply wouldent be able to just appear and kill in less than half a second. Now I can see allot of flame from the ar cod boys who suddenly got good at this game after the introduction of improved aim assist and hit detection.
They sot of did 2 for Uprising by introducing efficacy to skils and partially did 3 by removing the weaponry skill. But the problem was instead of focusing on fixing aiming they made knee jerk changes during the first damn week of Uprising, just to have something reasonably presentable on that cute 5/14 release date. Now all those hot fixes that were meant to compensate for what they couldn't fix- aiming, are ruining the purpose of investing SP into your character since we all have huge hit boxes, can't strafe, and automatic weapons fire homing bullets. I'm pretty sure if they rolled back those changes to compensate for aiming problems, TTK would be in a good place again. CoD players be damned since they're going to leave for Ghost anyway... |
Cosgar
ParagonX
5972
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Posted - 2013.10.14 00:47:00 -
[4] - Quote
TechMechMeds wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... Iv found shield tanking seems a bit too hit and run, do or die now. More like get hit and die. I can live with getting OHK by ScR, or melted by lasers, but damage mod and proficiency stacked ARs from outside of draw distance is sucking the fun out of this game. |
Cosgar
ParagonX
5972
|
Posted - 2013.10.14 00:56:00 -
[5] - Quote
Denn Maell wrote:I don't really mind the TTK as it is now. I don't really think it is the problem. I would like to see the game move more towards tactical-squad style FPS. If anything, I think that until recently we were too bullet spongy, shields were OP and Armor Tanking wasn't useful. I wouldn't mind seeing Heavies become a bit more bullet spongy (they are Heavies after all). Assaults just shouldn't be trading shots with each other but trying to out maneuver each other by bounding from cover to cover and maneuvering for advantage. Snipers should pop off a few shots then hoof it to another vantage point before some one finds them. You're confusing tactical with using tactics. Games like Rainbow Six, SOCOM, Ghost Recon, and Red Orchestra are tactical shooters, Dust was advertised and was meant to be a strafe FPS. Maps, weapons, and core mechanics don't support that kind of game play, but customization should be deep enough to allow people to run gank fittings if they want. People with stacked damage mods and ganked fits should be killing this fast. |
Cosgar
ParagonX
5973
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Posted - 2013.10.14 01:27:00 -
[6] - Quote
jerrmy12 kahoalii wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? 403 |
Cosgar
ParagonX
5984
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Posted - 2013.10.14 02:32:00 -
[7] - Quote
jerrmy12 kahoalii wrote:Cosgar wrote:jerrmy12 kahoalii wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? 403 damm, caldari sucks at dropsuits too, im a caldari user :\ Minmatar actually, but same difference. Used to be able to strafe some gunfire 1.2-1.3, but spoiled players complained about this important game mechanic and it's back to twitch gaming again. Half my corp already quit in 1.4 and I'm teetering on doing the same. It's just not fun, especially when you're running around in support fits that can run up to 250k. |
Cosgar
ParagonX
5992
|
Posted - 2013.10.14 07:59:00 -
[8] - Quote
Just wanted to add that strafe speed should be uncapped and the "snare" mechanic should be exclusive to highly inaccurate weapons like the HMG and SMG. Speed tanking needs to be relevant again. |
Cosgar
ParagonX
6028
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Posted - 2013.10.15 12:17:00 -
[9] - Quote
This would also stop the logi witch hunt since there wouldn't be such an emphasis on EHP. |
Cosgar
ParagonX
6045
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Posted - 2013.10.15 16:23:00 -
[10] - Quote
calisk galern wrote:it's funny their are points in dust now where I know i'm dead, and I just need to accept it.
before 1.3 I used to think maybe I can juke till I get into cover, or maybe i can dodge long enough to reload and maybe i'll get lucky.
in 1.4 though if you get ambushed after a 1 v 1 or get caught slightly in the open you are just done, straight up no chance.
also I can often times AR someone peaking out of cover before they can get back in lol. No joke, I've been getting killed by ARs outside of my draw distance. Complete BS... |
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Cosgar
ParagonX
6065
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Posted - 2013.10.15 21:39:00 -
[11] - Quote
Yun Hee Ryeon wrote:I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. How many maps have cover again?
If you want that kind of play style, character customization should allow that. Throw on some damage mods, max out your proficiency and wreck people in a glass cannon or armor tanked fitting. The way things are now, there's no point in making a fitting like that when you can do that with a starter fit. It's not about tank vs gank, but gank < all since 1.4. |
Cosgar
ParagonX
6086
|
Posted - 2013.10.16 01:21:00 -
[12] - Quote
Justin Tymes wrote:The change won't hurt the AR because it's still doing insane DPS with AA. Next to nothing will change except you maybe taking an extra bullet for a Duvolve with 2 damage mods. The change will hurt Lasers, MDs, and Snipers way more. If that's true, the AR would really need a nerf then. |
Cosgar
ParagonX
6086
|
Posted - 2013.10.16 01:25:00 -
[13] - Quote
Yun Hee Ryeon wrote:Cosgar wrote:Yun Hee Ryeon wrote:I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. How many maps have cover again? All of them. No, really. There's just a lot of open ground to get yourself cut to ribbons on, which most people aren't as wary of as they should be. Take it from a scout: there's plenty of cover. I couldn't survive without it. Quote:If you want that kind of play style, character customization should allow that. Throw on some damage mods, max out your proficiency and wreck people in a glass cannon or armor tanked fitting. The way things are now, there's no point in making a fitting like that when you can do that with a starter fit. It's not about tank vs gank, but gank < all since 1.4. If gank were actually that strong, we'd be seeing fewer heavies. If anything, we're seeing more, including whole teams that seem to run nothing but. Are we playing the same game? If I do see heavies, or even scouts, they're usually using ARs and SCRs nowadays since 1.4 completely killed any form of diversity. I'm glad you can still get it done, but what about newer players that dare to try scout and heavy? You think they'll stick with it in the current state things are in? |
Cosgar
ParagonX
6194
|
Posted - 2013.10.20 00:34:00 -
[14] - Quote
KEROSIINI-TERO wrote:Zeylon Rho wrote: . .
Aside from the fact that his aim was all over the place and he was barely hitting him, it's even quicker to kill people in Dust, a game where you can fit armor/shield modules and be customized after MONTHS of play. The fact you can drop people super-quick now isn't a newsflash; it's been all over the forums since 1.4 dropped.
. .
If after spending big time playing the game the difference between health would be also big, then this would be a bad game. One of the best things in Dust is that if you are using even a militia AR skillfully you can still kill veterans. You're confusing core gameplay with balancing. |
Cosgar
ParagonX
6340
|
Posted - 2013.10.22 19:19:00 -
[15] - Quote
Dehlia Metii wrote:This is the sort of issue I think of when people refer to "core gameplay". If people die so quickly your fittings/weapons don't matter, then you invalidate the rest of the game design. Weapons and suits become like M&M colors; meaningless with respect to flavor with slightly different appearances. That's exactly what it is, core gameplay. Aside from when I'm squading with people in my corp, I've just been running BPO fits and militia equipment on my logi suit. Fast deaths isn't good for logistics when you die before you can even drop a triage hive. |
Cosgar
ParagonX
6364
|
Posted - 2013.10.23 15:44:00 -
[16] - Quote
Vell0cet wrote:I want to see the removal of the 10% weapon buff too. We should re-evaluate after that. Fittings should play more of a role, and they don't right now. Exactly. Start with the damage buff and other little hot fixes made between 1.0-1.4 and re-evaluate from there. Huge sweeping changes are what got us in this mess. |
Cosgar
ParagonX
6383
|
Posted - 2013.10.24 05:38:00 -
[17] - Quote
Had a friend jump on tonight after an extended break. His first reaction was "Why the hell do I have 20,000,000 SP into heavies and do just as good in starter fits?!" He called it CoD 514 and promptly uninstalled. |
Cosgar
ParagonX
6418
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Posted - 2013.10.24 18:07:00 -
[18] - Quote
KA24DERT wrote:Draco Cerberus wrote:If the 10% buff to weapon were to be removed it should be removed across the board, no favoritism. I'm tired of being taken down within 1.5 seconds of concentrated fire (not spray and pray although that sucks worse). Spray and Prayer's prayers have been answered, it's called auto aim, and the amount of praying needed to land a shot now is very, very low. I wish people would realize how much AA has affected the TTK in this game, but it's like asking people to un-bribe themselves. With the core mechanics taking such a casual turn, Dust 514 might as well be turn based. |
Cosgar
ParagonX
6437
|
Posted - 2013.10.25 03:41:00 -
[19] - Quote
Since I still have a healthy supply of shield regulators, energizers, and rechargers left over, I tried out some more suit fittings in an attempt to get my recharge delay/rate to competitive levels. I'll spare you painful experience word for word and just say that if we're going to have these short lifespans, the above modules are going to need a significant buff. Armor repair as well. |
Cosgar
ParagonX
6463
|
Posted - 2013.10.25 09:31:00 -
[20] - Quote
Zeylon Rho wrote:It seems like the new AR stats give it slightly increased range? With damage kept constant, this won't get any better. Maybe CCP staff prefer playing the game as a twitch shooter with everybody basically equal too.
Gets inspired by Halo to make a strafing FPS using the same principals of originality that established your previous title, sell out to compete with every other FPS on the market.
Seems legit. |
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Cosgar
ParagonX
6645
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Posted - 2013.10.27 05:39:00 -
[21] - Quote
Did some more testing with shield rechargers, regulators, and armor reppers. If they just don't outright fix the TTK, reducing the shield recharge delay by 2 seconds on every dropsuit, adding an extra 10 HP/s regen on their base shields and buffing armor repair modules to 4/6/10 HP/s across the tiers might go a long way.
I'd do some testing on reppers and triage hives, but really, what's easier to fix? |
Cosgar
ParagonX
6665
|
Posted - 2013.10.27 19:15:00 -
[22] - Quote
Borne Velvalor wrote:Bethhy wrote:TechMechMeds wrote:Zeylon Rho wrote:This became a huge thing when 1.4 launched, and it's killed a lot of the satisfaction in the game for a significant chunk of the player-base. The assumption when 1.4 launched is that is was all because of aim-assist (remember all those threads), yet there was also a matter where hit-detection of various weapons had improved in tandem. This was something you (CCP) said you'd be watching. I hope you've seen by now how laughably short someone's life is under the gun of even a MLT-grade quality. What do you think makes Dust unique in comparison to something like Halo or Quake? You would think the fact that character advancement allows you to customize your suit would be a large factor, no? Take a look at this Halo video.From the point at which the video starts, you can see it takes him a couple direct volleys with his rifle to drop/kill his opponent. It's about 6 seconds or so, and his aim is pretty good. Halo is a deathmatch sort of game where your suits are not custom and the battles are meant to be frantic and short. Compare that to Dust 514 in 1.4. (this is from CEOPyrex's video) Aside from the fact that his aim was all over the place and he was barely hitting him, it's even quicker to kill people in Dust, a game where you can fit armor/shield modules and be customized after MONTHS of play. The fact you can drop people super-quick now isn't a newsflash; it's been all over the forums since 1.4 dropped. I've heard a few suggestions for fixes, but perhaps removing the 10% across the board damage increase you gave with all the hit-detection issues at launch would be a good start. Please fix this. Fittings, skills, etc. are supposed to matter. Right now you've rendered 90% of skills pointless as a Frontline Starter with a MLT rifle and Zero SP invested can drop just about anyone faster than those guys in Halo, etc. If you want your game to be something different, then realize shooting for faster/more-death-laden gameplay than a Halo, etc. game is not the direction you want to be heading. Agreed, I can barely shield people while I revive them anymore, remove 10% buff. there was no magical 10% buff? please people learn history... it will set you free in almost anything in life. 10% damage was introduced after they removed the weaponry skill bonus of 2% damage per level. And made it a skill sink skill where lvl 2 and 4 do absolutely nothing. but **** people off being the first skill you have to get and it already being a skill point sink. no magical 10% damage showed up to anything. And hit detection is worse then it has ever been.... TTK in beta was no different... you died just as fast... we still loved it... But when you did die it was to a predictable shot or something that took more then 1 shot(thales/charge excluded) Now you get one shot naded by a militia grenade... let alone a core locus... the grenade 1 shot kill spam's is hilarious... Forge gun 1 shot kill deaths everywhere... Mass drivers 1-2 shotting every low health point suit with almost impossible to miss splash radius's... CCP has installed Aim-bot and these one shot kill weapons to compress skill gap's in the game... It has to do with eliminating a players ability to play a perfect game with skill... Allowing a random element to always one shot kill you... no matter how good the positioning or ability is. CCP made these choices and personally its why a majority of people i know will never touch this game again. Catering to casual's in that sort of way is unforgivable for most... and it's truely sad. I agree with the one shot kills. It's game design 101. For a death to not be frustrating, the player must understand why they died and how they could've avoided it. If you die because the other guy had more aim or because you let them get behind you, then it's understandable and not very frustrating. When you get OHKO by a Thale hundreds of meters away that isn't rendered, can't be scanned and can't be killed by you? 1-2HKO weapons negate the opposing player's skill by allowing a skilled player to kill them (Tactical Snipers can Double Tap you; I die to more of these than Thales) before they can reasonably react. It's supposed to be a scale and CCP places a 100kg weight on one side. At the same time, with the normal variant's slow fire rate, if the bullet does low damage then the Sniper can basically never kill anyone, which is unfair to snipers. I hate Sniper Rifles in most games. It's harder to balance in Dust 514 because the maps are huge with many towers and hills and there isn't a lot of cover on the ground. Unlike, say, Killzone, where a skilled Assault Rifle user can kill the average Sniper with good aim, Sniper Rifles have hundreds of meters in range advantage. Even if you see a sniper, unless you also have a sniper rifle, you can't do anything about him. Forges are even worse game design because they OHKO you NO MATTER WHAT YOU'RE WEARING. In fact, fully tanked PRO suits can be easier to OHKO than standard suits because they often move a little slower due to armor plates. Heavies are hilariously easy to one shot with Forge guns. Several times I've seen the enemy team has a lot of Heavies, so I swap to Militia Forge + Basic Heavy Frame and sit on a tower. Hold button, slowly sweep over area, let go as soon as reticule goes red. OHKO. 17/2. Forge Guns are a problem because they have a TTK of 0 seconds. No one can react to that. All the above could be fixed by adjusting damage falloff and draw distance. |
Cosgar
ParagonX
6696
|
Posted - 2013.10.28 02:58:00 -
[23] - Quote
Borne Velvalor wrote:Cosgar wrote: All the above could be fixed by adjusting damage falloff and draw distance.
Snipers don't really have fall off. They have a 600m combined optimal and effective range. You could lower the optimal, but it's a Sniper Rifle. Draw distance makes it hard to see snipers to avoid them, so that could help. Of course, you'd have to look 360 degrees at all the sniper points every ten seconds to catch them. Forge Guns have a combined 300m optimal and effective range. I think they do have a very sharp damage drop off after that. Lowering their optimal would help. Draw distance would help, but not tackle the root of the problem. This could be a topic within itself. That's one of the biggest imbalance issues in any game- a mechanic or tactic that can only be challenged by itself. I shouldn't have to throw SP into a sniper rifle just to deal with one hiding behind the redline, and I shouldn't have to waste a dropship with the chance to take out a forge gunner on a roof. CCP has been making the effort to mitigate both issues through map design with the new sockets, but the core of the problem could be resolved by A) Negating any damage taken from behind the redline, and B) Making forge gun's more obvious to see from a distance (and maybe cutting down range until draw distance gets sorted out) I agree that cheap deaths can be a serious issue when there's no safe way to avoid or counter it. |
Cosgar
ParagonX
6746
|
Posted - 2013.10.28 23:28:00 -
[24] - Quote
TTK in beta was pretty solid until Codex from what I remember. The breach AR kind of ruined it though. |
Cosgar
ParagonX
6817
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Posted - 2013.10.30 03:19:00 -
[25] - Quote
Nothing about the short TTK in the patch notes, here's hoping for ninja fixes. If not, I might just take another break.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6827
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Posted - 2013.10.30 05:51:00 -
[26] - Quote
KA24DERT wrote:Cosgar wrote:Nothing about the short TTK in the patch notes, here's hoping for ninja fixes. If not, I might just take another break. Yeah... I was thinking that because all the new weapons will be out in 1.7 that they'd put the TTK balance tweaks in there. But since they put a Heavy HP buff in before making the hypothetical balance pass, I'm not sure where on the roadmap it wound fall at this point. And looking at the new rifle stats... Maybe a short TTK is an actual design goal (ugh). The least they could do then is get rid of the strafe cap and the slow down from getting hit. Mobility is important in a high health FPS. If not, everything might as well be turn based.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6874
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Posted - 2013.10.30 23:02:00 -
[27] - Quote
Blake Kingston wrote:With the second video, what's his character skill with the AR? I know Pyrex uses a Duvolle, but not sure he has proficiency or and doubt he can fit damage mods on his Minmatar scout.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7047
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Posted - 2013.11.03 17:55:00 -
[28] - Quote
If they don't fix this by 1.7, I think I'll probably uninstall and take another break. Shield tanking is absolutely worthless, there's no difference between a militia AR or Duvolle and getting killed by a gun outside my rendering distance is cheap to say the least. I'm going back to starter and BPO fits in the meantime.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7120
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Posted - 2013.11.04 00:34:00 -
[29] - Quote
I-Shayz-I wrote:Pretty sure it's the AR that's causing this, and not TTK in general.
ARs are still just too accurate at range...so all of their rounds hit the target and you insta-die within a second. Every other weapon takes quite a while to kill with. Every other weapon is balanced in terms of damage and accuracy for each of their variants. Weapons with high damage output are also required to use at longer ranges (snipers, scramblers, forges), whereas the AR does exceptionally well at long range AND short range. The modern military FPS stigma is the real culprit here. Dust 514 as a thinking man's FPS died out when the vocal minority looking for a F2P CoD took priority in overall feedback. I've been lurking these forums for over a year slowly watching this game decline, more and more to a casual direction where reflexes and instant gratification replaced skill and strategy. Vehicles, scouts, heavies, and anything else that was supposed to make Dust better by being different dying out. Logistics is probably next and that's when I'll finally take my leave. I love Dust 514, but looking at what its become makes me vomit in my mouth a little.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7122
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Posted - 2013.11.04 01:02:00 -
[30] - Quote
lrian Locust wrote:Vyzion Eyri wrote:Iwith my Exile AR the HP difference between a mlt fit and a proto fit is VERY noticeable (although I don't use aim assist so maybe it's just my aim). The difference in taking down a militia vs. a proto fit should be much more than "noticeable". More proof that the TTK with an AR is too short. In earlier builds, weapons were balanced based on how much kick and dispersion they had. Standard ARs had very kick and dispersion while the GEK and Duvolle would rattle like Michael J. Fox before stem cell research if you held the trigger for too long. Even with a game breaking mechanic like sharpshooter in Chromosome, it kept the AR somewhat balanced back then because after a certain range, rounds would totally miss their mark and it was up to incidental damage and damage mods to quickly chip away at a target. Automatic weapons need to kick and disperse to promote controlled bursts instead of just simply hip firing with aim assist on to kill something from from 70+ meters away- I've been doing this with a GEK and damage mods for the past month, facepalming the entire time.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7165
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Posted - 2013.11.04 08:14:00 -
[31] - Quote
Another weekly update and no news on the TTK situation. I might take that break sooner than later at this rate.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7242
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Posted - 2013.11.04 18:26:00 -
[32] - Quote
We all know it's the AR, it's the elephant in the room and tryhards are protecting it. What's going to get done to an issue that we've known about for over a year if 1.7 doesn't fix it? We'll just have 2 more ARs- with even moe range than the one we have now.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7264
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Posted - 2013.11.05 02:47:00 -
[33] - Quote
Arc-08 wrote:Laurent Cazaderon wrote:To be fair, TTK is quite short only with a few weapons. Well with the AR to be more accurate.
I've been using the gallente rifle for most of my time playing dust and i could kill pretty quickly. Since i moved to assault scrambler rifle, i find it way longer (too long tbh), even with 2 damage mods. While i still get killed in a heartbeat by any GAR.
Why ? probably because of the insane lack of recoil on AR which makes it a weapon that delivers, on the BF, a way higher DPS than the rest of the weapons out there.
But when i face a heavy with a HMG, i often say to myself i should have died way quicker. Same goes when fighting 1 vs 1 with another ASCR user.
Obviously, i'm leaving FG out of the equation.
So yeah, let's not mistake overall TTK and weapon specific TTK. That isn't entirely true. Yes it has some truth but aim assist ruins things, earlier today for example, i was in a proto minmatar assault, against a standard heavy with an hmg, he was standing on stairs above me and didn't start firing his gun until he had about 200 HP left. Pre aim assist he would have missed nearly all of his shots because the barrel of his gun was pointed above my head, however with aim assist nearly all of the bullets counted as headshots so i died from his adv HMG (me having full health 500 shield 200 armor aprox) and ended up dying in under 2 seconds before i could even get another 5 shots to get the kill off. (using a duvolle) Same applies to dropships, and scout LAV's, and scouts, and heavies. TTK is to short, if you have a proto assault suit, you can get headshot by a charged up scrambler rifle, then any random mlt weapon can finish you off with a handfull of shots. I belive that what the OP is trying to say is that MLT gear is too effective against prototype gear. The META LEVEL of suits is supposed to give resistance against weapons that are lower than it's meta level, if just a tiny bit. I can 1v1 any proto assault or logi with a blueprint MLT assault rifle. I've taken out proto scouts with a Standard SMG This shouldn't be about MLT vs PRO, but overall "how much time do I have to react to this?" There's no tactics in Dust anymore, everyone is stuck into this soloist mentality and buffer tanking just to survive that extra 0.03 seconds. When's the last time you've seen someone purely shield tank, let alone not fully stack on plates. This puts way too much importance of whoever has the most HP should win this duel over teamwork governing over killstreaks.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7354
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Posted - 2013.11.05 20:51:00 -
[34] - Quote
Haven't played 1.6 yet. But judging by the top threads in general discussion, I don't think I want to.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7370
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Posted - 2013.11.06 02:26:00 -
[35] - Quote
Zeylon Rho wrote:Cosgar wrote:Haven't played 1.6 yet. But judging by the top threads in general discussion, I don't think I want to. Word on the street from some corp-mates in irc was TTK might be *shorter* now. Oh yeah, totally running BPOs and starter fits until this gets sorted out.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7407
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Posted - 2013.11.06 20:59:00 -
[36] - Quote
I just want those intense, drawn out battles of attrition over objectives again. Longer TTK made things more strategic when you factored in how you fit your suit or used different fittings to adapt to what your opponents are using. Now, all you need is an automatic weapon and aim-assist to go on a kill streak just by hip firing.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7527
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Posted - 2013.11.08 17:28:00 -
[37] - Quote
This game has always been balanced around bad hit detection. Untitl now, it's never been as near perfect as this. We may be looking at a massive re-work in 1.7 and beyond.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7631
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Posted - 2013.11.11 05:25:00 -
[38] - Quote
Haerr wrote:Cosgar wrote:This game has always been balanced around bad hit detection. Untitl now, it's never been as near perfect as this. We may be looking at a massive re-work in 1.7 and beyond. Still hopeful, eh? ;) Me too! :) Had a moment of clarity before I did a rage uninstall.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
7781
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Posted - 2013.11.15 03:34:00 -
[39] - Quote
Relevant
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8311
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Posted - 2013.12.04 20:39:00 -
[40] - Quote
Thanks for the shield nerf. I was contemplating selling my PS3 to get a PS4 whether Dust is on PS4 or not. This just seals the deal. I'd like to graciously thank you for making the decision so much easier after grinding to get my Assault Mk.0.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8362
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Posted - 2013.12.05 07:06:00 -
[41] - Quote
Vell0cet wrote:It's been incredibly frustrating that CCP has been so quiet on this problem. It's a game-breaking issue that they appear to not be taking as seriously as they should. Every week since 1.6 has been a real struggle to motivate myself to log in and cap. CCP should have implemented a hot fix within the first week of 1.6, and now it's looking like we won't see any improvements until 1.8 if at all. Simply having Dev opening a topic about it like Foxfour did with PC would go a long way right about now. This silence serves no purpose.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8440
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Posted - 2013.12.07 02:55:00 -
[42] - Quote
(Pauses Kingdoms of Amalur)
Here's an idea I had on weapon balancing that could help with TTK issues. Not something that's going to magically fix everything, but could be a piece of the puzzle. If anyone good with crunching numbers wants to put in their 0.02 ISK, I'd greatly appreciate it.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8480
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Posted - 2013.12.08 02:44:00 -
[43] - Quote
Orca Amsel wrote:Well this is no surprise. After 2 months of TTK being a problem they still have not collected enough information on it.
[CCP]Wolfman> As for TTK weGÇÖre still monitoring the data and we have put more hooks in place to provide us with more accurate information regarding it. With the release of the new weapons in 1.7 and the probable balance updates that will follow weGÇÖll be keeping it in mind Even if they fix TTK, they'll probably drop it back down to CoD levels when a bunch of brats complain about it.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8493
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Posted - 2013.12.08 17:37:00 -
[44] - Quote
Arc-08 wrote:who would complain about losing less money, and getting to enjoy whatever kills you do make? but surviving more attacks, that sounds horrible to be able to live to fight another couple minutes and possibly get more kills The kind of people that will dislike any FPS because of this logic: "It doesn't play like COD. I'm good at COD, so why am I bad at this game? It can't be my fault, there must be something wrong with the game. Make this game more like COD!"
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8930
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Posted - 2013.12.20 14:02:00 -
[45] - Quote
TTK has actually improved slightly. The AR isn't king anymore and the new weapons make shield tanking a bit more viable, even more when you use them. Things aren't perfect, mind you but it's gotten slightly better. Rumor has it they toned down aim-assist. Given that I can now strafe a little bit to survive, I believe it. People still die a bit too fast for comfort sometimes though.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
9043
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Posted - 2013.12.30 18:44:00 -
[46] - Quote
I think I'm just going to take a break, like an extended break. As in, until this game is actually fun break. I took a long hard look at my toon, SP, game modes and realized that aside from my friends, there's nothing here for me. There's no real notable EVE interaction, no corporate heists, cause and effect, or anything else that would actually make this game fit into New Eden's canon. It's just a cheap knockoff of BF with a spreadsheet and problems that should've been addressed in early beta. FFS 90% of the forums are about what's OP, broken game mechanics, and game breaking exploits that even with video proof, the devs save face by claiming it's mechanically intended. The real nail in the coffin for me is that the PC meta has made its way into pub matches. Equipment spam, everyone sticking on the rooftops not even concerned with playing the objective.
I've been drinking the koolaid for too long it seems. Every time this game got worse, I would think of the day I would look back and laugh while telling a random newberry how bad this game used to be while we're sneaking through a leviathan to destroy its core. I wanted to say "I was there." But there is no there. Just an endless grind and broken gameplay centered around a lobby FPS that has the same exploits from shooters 10 years ago and I'll be damned if I'm going to waste 10 years of my life waiting for this go get better. Hell, it's been almost 2 years and we're still arguing over core gameplay. We should be talking about what's coming out in the next expansion, badass fitting ideas, or more ways EVE and Dust can interract instead of drinking fr two separate water fountains unless you need an orbital.
Obviously I'm going in about a little more than TTK, but this is something I wanted to get off my chest for a while. Pardon my rambling. I'll be playing BF4 on PC if anyone needs me.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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