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CeeCeePee King-Alldin
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.10.24 00:06:00 -
[1] - Quote
Recently hired as a Game Designer, I've been working CCP hard to provide you a meaningful Dust experience and I'm proud to say that this update is ready to deploy for 1.8. At the moment, 1.7 notes is not yet finished as there's still some disagreements with Turret/Active hardener values and HP gained from Repairers; 1.6 notes is to be released by another dev soon. Fortunately, for 1.7 we're planning on introducing STD-ADV-PRO tiers for all vehicles which we're sure you'll all like and hope to show the spreadsheets for them next week.
Uprising 1.8 Patch Notes:
Gameplay
- This first one has been long awaited by Dust players: Let's say I'm using the DS3, "Hold X to move over Object/Railing".
The time it takes for a person to move over the object/railing is dependent on the Dropsuit's current sprinting speed. This should also help scouts outrun the enemy with ease and better use Hit-n-Run tactics. Heavies, however, are the only ones who will not be able to do this due to their dropsuit size.
New Mode: Arsenal - Defend a Container of yet-to-be transported Prototype Weapon BPC from the Attackers. The Defenders will spawn closer to the stockpile than the Attackers and with two Null Cannons already firing at the Attacker's MCC (they're the only side to have brought an MCC). The Null Cannons will be disabled upon being hacked by Attackers.
The Container has a quantity of 9 armored cases and there's 3 types:
*Heavy - contains 3 BPC of a random Prototype Heavy Weapon *Medium - contains 3 BPC of a random Prototype Light Weapon *Light - contains 3 BPC of a random Prototype Sidearm As an Attacker, you must first hack the Container in order to gain access to the BPC cases. Only one case can be carried at a time for each player. While carrying it, sprinting will be disabled, you will not be able to use a weapon, and you will not be able to enter vehicles. If an attacker is killed while carrying a case, it will be dropped, and it can be picked up by another Attacker or returned safely by a Defender.
The game ends when either of these occur: (1) a side loses all clones, (2) all cases are stolen, or (3) if the Attackers lose their MCC.
A win by Defenders result in bonus ISK for each BPC case defended. The contents of the cases stolen and delivered near the MCC will still be rewarded to the attackers even in a loss of match as long as they don't lose the MCC (ISK gain for them is lower than normal).
The cases have a 8.6% of containing Officer Gear.
FoxFour will be soon releasing a Dev Blog on this mode with additional details.
Player-to-Player Asset Trading
- Similar to ISK transfer, players are now able to send each other assets while on a unique menu screen.
- The trades can only be made if both players select "Agree".
- Trade of assets does not need to be of equal amounts in order to Accept.
Weapon and Dropsuit Changes
New Breach AR/SMG stats:
- Breach AR Damage - 63.7 HP (STD), 66.8 HP (ADV), 70.1 HP (PRO)
- Breach AR RoF - 450
- High Kick for Breach AR
- Breach SMG RoF - 882.8
- Breach SMG clip size - 62
- Slightly Higher Kick for Breach SMG
New Logistics changes:
- Slot layout has low count on all dropsuits to prevent high HP values
- CPU/PG would be lowered to accommodate above change
- Ammar Logi bonus: 5% bonus to repair tool heal rate
- Gallente Logi Bonus: unchanged
- Caldari Logi Bonus: 10% bonus to equipment HP per level
- Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
New Grenade Stats:
- Locus grenades and flux grenades will have a Max. Ammo of 2, AV is still 3
- Grenades cannot be resupplied from Nanohives, this is to prevent spam and use it tactically.
- Fused Locus Grenade - 350 dmg, 2.5 splash radius, 9 CPU and 2 PG
- M2 Contact Locus Grenade - 400 dmg, 2.8 splash Radius, 18 CPU and 3 PG
- Thukker Contact Locus Grenade - 450 dmg, 3.0 splash radius, 48 CPU and 6 PG
New Dropsuit Profile/Scanning stats:
- Basic Light Frame/Scout - 20m scan radius
- Medium Frame/Assault - 15m scan radius
- Logistics - 17m scan radius
- Basic Heavy Frame/Sentinel - 12 m scan radius
- Commando - 14m scan radius
- Precision Enhancement Skill - 3% Passive bonus
- Profile Dampening Skill - 3% Passive bonus
- Range Amplifier skill offers a 5% bonus per level (old was 10%)
New stats for Ammar Commando:
- Shield - 320 HP
- Armor - 320 HP
- Shield Recharge Rate - 17.0 HP/s
- CPU/PG is slightly increased
- Ammar Commando Bonus - 5% to efficacy of Shield/Armor Modules per level
New Sentinel bonus:
- 2% to handheld weapon damage resistance per level
New Plasma Cannon stats:
- 20% higher Splash damage than the Assault Variant
- Base Splash Radius is 3.5 m
- Charge time is 1 s
Plasma Cannon Assault Variant:
- Same Splash Damage stats as normal Plasma Cannon (prior to 1.8)
- Base Splash Radius is 3.8 m
- Max. Ammo at 12
- Charge time is .6 s
The operation skill for the Plasma Cannon weapon is replaced with 5% Splash Radius increase per level.
Performance and bug fixes
- Framerate is now stable and at least 50 frames per second.
- Further improved server-client performance.
- Rendering fixes for sniping targets inside outposts / top of platform or structure.
- Fixed RDV bug where vehicle would not drop.
CeeCeePee King-Alldin / / Game Designer / / Dust Savior http://twitter.com/jakev |
Tank Missile
Intara Direct Action Caldari State
16
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Posted - 2013.10.24 00:09:00 -
[2] - Quote
Quote:New Logistics changes:
Slot layout has low count on all dropsuits to prevent high HP values CPU/PG would be lowered to accommodate above change Ammar Logi bonus: 5% bonus to repair tool heal rate Gallente Logi Bonus: unchanged Caldari Logi Bonus: 10% bonus to equipment HP per level Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
You obviously don't know how logistics works. |
Iron Wolf Saber
Den of Swords
9629
|
Posted - 2013.10.24 00:10:00 -
[3] - Quote
... I don't think the moderators are going to like the character or post.... They're pretty strict about playing pretend. |
Joel II X
AHPA
55
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Posted - 2013.10.24 00:12:00 -
[4] - Quote
Tank Missile wrote:Quote:New Logistics changes:
Slot layout has low count on all dropsuits to prevent high HP values CPU/PG would be lowered to accommodate above change Ammar Logi bonus: 5% bonus to repair tool heal rate Gallente Logi Bonus: unchanged Caldari Logi Bonus: 10% bonus to equipment HP per level Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
You obviously don't know how logistics works. It's funny how the Caldari still have a useless logi suit. |
Syeven Reed
RETR0 PR0 GAMERS
81
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Posted - 2013.10.24 00:15:00 -
[5] - Quote
*Grabs Popcorn* |
Tank Missile
Intara Direct Action Caldari State
16
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Posted - 2013.10.24 00:19:00 -
[6] - Quote
Joel II X wrote:Tank Missile wrote:Quote:New Logistics changes:
Slot layout has low count on all dropsuits to prevent high HP values CPU/PG would be lowered to accommodate above change Ammar Logi bonus: 5% bonus to repair tool heal rate Gallente Logi Bonus: unchanged Caldari Logi Bonus: 10% bonus to equipment HP per level Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
You obviously don't know how logistics works. It's funny how the Caldari still have a useless logi suit.
I can't help but feel this was meant to be insulting, but I can't really tell why. I use Minnie logistics, and that new bonus would be insulting. |
Dimitri Rascolovitch
The Immortal Knights
60
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Posted - 2013.10.24 00:22:00 -
[7] - Quote
obvious troll is obvious, and moronic. Why would there be patch notes for 2 full updates ahead of where we are currently at, without the previous ones, even these random stats were probabally just pulled out of his ass |
N1ck Comeau
MoIden Heath PoIice Department EoN.
1535
|
Posted - 2013.10.24 00:23:00 -
[8] - Quote
maybe all these changes over 5 updates but one update?
LOL |
Buttercup Chipmint
Amarr Templars Amarr Empire
125
|
Posted - 2013.10.24 00:26:00 -
[9] - Quote
Iron Wolf Saber wrote:... I don't think the moderators are going to like the character or post.... They're pretty strict about playing pretend. Why? CCP is pretending to be a AAA MMO FPS. I would think that they would not mind pretend. |
Alldin Kan
MoIden Heath PoIice Department EoN.
708
|
Posted - 2013.10.24 00:31:00 -
[10] - Quote
Tank Missile wrote:I can't help but feel this was meant to be insulting, but I can't really tell why. I use Minnie logistics, and that new bonus would be insulting. Current bonus will be changed at some point as they're not the appropriate ones, even CCP said so.
Dimitri Rascolovitch wrote:obvious troll is obvious, and moronic. Why would there be patch notes for 2 full updates ahead of where we are currently at, without the previous ones, even these random stats were probabally just pulled out of his ass 1. 2. Most of the stats are actually legit recommendations from me, I have thoroughly tested the values to see if it's ok and balanced. Also, I'm a hardened veteran with 28 mil SP :P |
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Cy Clone1
Cy CL0Ne 1
292
|
Posted - 2013.10.24 00:35:00 -
[11] - Quote
I like everything aside from the cal logi bonus, but then again I cant think of anything better right now. |
Xender17
MoIden Heath PoIice Department EoN.
846
|
Posted - 2013.10.24 00:50:00 -
[12] - Quote
If any of the logis are going to have a combat based skill it should be Amarr. Considering their description. |
Powerh8er
Norwegian Dust514 Corporation Top Men.
175
|
Posted - 2013.10.24 01:14:00 -
[13] - Quote
Quote:Heavies, however, are the only ones who will not be able to do this due to their dropsuit size.
Heavies should be able to run through the railings, because they are awesome and fat. |
Thor McStrut
Reckoners
285
|
Posted - 2013.10.24 01:41:00 -
[14] - Quote
Looks great actually. I'd like the Commando scan radius to share the logi or go to 18m. Or to have its dB level dropped to be better than a medium frames. |
Rynoceros
Rise Of Old Dudes
1061
|
Posted - 2013.10.24 01:46:00 -
[15] - Quote
Pics or it didn't happen. |
Sgt Kirk
SyNergy Gaming EoN.
2328
|
Posted - 2013.10.24 02:10:00 -
[16] - Quote
CCP Troll wrote: This is all 100%, accurate information. |
Patrick57
GunFall Mobilization Covert Intervention
886
|
Posted - 2013.10.24 02:15:00 -
[17] - Quote
Joel II X wrote:Tank Missile wrote:Quote:New Logistics changes:
Slot layout has low count on all dropsuits to prevent high HP values CPU/PG would be lowered to accommodate above change Ammar Logi bonus: 5% bonus to repair tool heal rate Gallente Logi Bonus: unchanged Caldari Logi Bonus: 10% bonus to equipment HP per level Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
You obviously don't know how logistics works. It's funny how the Caldari still have a useless logi suit. ^
Who in the Dust world would want higher HP for equipment? 1 Flux nade and it's still gone! What a useless skill. |
Patrick57
GunFall Mobilization Covert Intervention
886
|
Posted - 2013.10.24 02:16:00 -
[18] - Quote
Sgt Kirk wrote:CCP Troll wrote: This is all 100%, accurate information. It's true guise |
Alldin Kan
MoIden Heath PoIice Department EoN.
711
|
Posted - 2013.10.24 02:35:00 -
[19] - Quote
Patrick57 wrote:Joel II X wrote:Tank Missile wrote:Quote:New Logistics changes:
Slot layout has low count on all dropsuits to prevent high HP values CPU/PG would be lowered to accommodate above change Ammar Logi bonus: 5% bonus to repair tool heal rate Gallente Logi Bonus: unchanged Caldari Logi Bonus: 10% bonus to equipment HP per level Minmatar Logi bonus: 5% bonus nanite clusters for Nanohives
You obviously don't know how logistics works. It's funny how the Caldari still have a useless logi suit. ^ Who in the Dust world would want higher HP for equipment? 1 Flux nade and it's still gone! What a useless skill. So far my only real flaw out the many things I pointed out as recommendations, not sure yet what would be an appropriate bonus. |
Zahle Undt
Bullet Cluster Legacy Rising
362
|
Posted - 2013.10.24 02:39:00 -
[20] - Quote
For f*cks sake would people quit confusing logi for medic and quit whining about the fact that we can tank and actually kill stuff too. We are still not as tanked as assault suits and if someone wants to spend all their CPU/PG on weapons, shielding, and armor then let them. The whole point of how suits are set up it to give people flexibility as to how they equip themselves and not have everyone is cookie cutter roles. |
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knight of 6
SVER True Blood Public Disorder.
489
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Posted - 2013.10.24 02:41:00 -
[21] - Quote
dis gun be gud! |
Alldin Kan
MoIden Heath PoIice Department EoN.
711
|
Posted - 2013.10.24 02:45:00 -
[22] - Quote
Zahle Undt wrote:For f*cks sake would people quit confusing logi for medic and quit whining about the fact that we can tank and actually kill stuff too. We are still not as tanked as assault suits and if someone wants to spend all their CPU/PG on weapons, shielding, and armor then let them. The whole point of how suits are set up it to give people flexibility as to how they equip themselves and not have everyone is cookie cutter roles. Except they can have more HP than an Assault suit and the armor tanked ones can carry triage hives to activate God Mode. I don't care if Logi was intended to have this kind of flexibility, IT'S NOT BALANCED. Just look at all the pros in PC using these and spamming uplinks while still getting kills, ammo, and repair... it's treated as an Officer Assault, I can verify for you the stats on the Caldari one as I have 50 of them. |
Iron Wolf Saber
Den of Swords
9638
|
Posted - 2013.10.24 02:54:00 -
[23] - Quote
I had a semi serious counter proposal, but the forums ated it.
One idea I would like to bring was a game mode called
Countdown.
One side sets up a rocket launch to give their space bros whatever. Hostiles know of they launch and crash the party with their MCC in siege mode.
Attackers either fuel their MCC's siege mode to blow the entire bits to pieces (takes about 3-5 of 10-15 minutes to pull this off)
Attackers could also try to capture all control consoles to gain control of the launch, they must posses 100% of the controls at the end of match to earn the bookmark for their own team.
Defenders won't have an MCC but they can fire up null cannons (capturing null cannons by the attackers only locks it) MCC destruction about the same time as the seige mode victory, they can also capture fuel lines to fuel the rocket faster making the clock count down much faster (shaves only 1-2 minutes max)
Either side can clone out resulting in destroyed/saved rocket
Open to High - Game practiced mode FW - Friendly Militia gets an intel/logistics box worth LP for pickup. PC - Used to ship materials to the war barge. Null
Setup: 0.5-2 Hours to launch Attack Window : 0.25 - setup time, if no attacks are scheduled before the last 15 minutes no battle starts up and launch goes unopposed.
District required? : No District used? : If yes, then map starts with pre captured facilities to owning district (a hostile force could still rocket launch their raided materials from the zone they're raiding.) |
Alldin Kan
MoIden Heath PoIice Department EoN.
711
|
Posted - 2013.10.24 03:06:00 -
[24] - Quote
Iron Wolf Saber wrote:I had a semi serious counter proposal, but the forums ated it.
One idea I would like to bring was a game mode called
Countdown.
One side sets up a rocket launch to give their space bros whatever. Hostiles know of they launch and crash the party with their MCC in siege mode.
Attackers either fuel their MCC's siege mode to blow the entire bits to pieces (takes about 3-5 of 10-15 minutes to pull this off)
Attackers could also try to capture all control consoles to gain control of the launch, they must posses 100% of the controls at the end of match to earn the bookmark for their own team.
Defenders won't have an MCC but they can fire up null cannons (capturing null cannons by the attackers only locks it) MCC destruction about the same time as the seige mode victory, they can also capture fuel lines to fuel the rocket faster making the clock count down much faster (shaves only 1-2 minutes max)
Either side can clone out resulting in destroyed/saved rocket
Open to High - Game practiced mode FW - Friendly Militia gets an intel/logistics box worth LP for pickup. PC - Used to ship materials to the war barge. Null
Setup: 0.5-2 Hours to launch Attack Window : 0.25 - setup time, if no attacks are scheduled before the last 15 minutes no battle starts up and launch goes unopposed.
District required? : No District used? : If yes, then map starts with pre captured facilities to owning district (a hostile force could still rocket launch their raided materials from the zone they're raiding.) Only issues I see here would be where to place the rocket launch (or how to activate orbital cannon, been offline for too long), everything else looks great (save the damn thing) but I'm afraid CCP won't have time to implement this and with success considering their limitations in development. |
Iron Wolf Saber
Den of Swords
9640
|
Posted - 2013.10.24 03:18:00 -
[25] - Quote
Alldin Kan wrote:Iron Wolf Saber wrote:I had a semi serious counter proposal, but the forums ated it.
One idea I would like to bring was a game mode called
Countdown.
One side sets up a rocket launch to give their space bros whatever. Hostiles know of they launch and crash the party with their MCC in siege mode.
Attackers either fuel their MCC's siege mode to blow the entire bits to pieces (takes about 3-5 of 10-15 minutes to pull this off)
Attackers could also try to capture all control consoles to gain control of the launch, they must posses 100% of the controls at the end of match to earn the bookmark for their own team.
Defenders won't have an MCC but they can fire up null cannons (capturing null cannons by the attackers only locks it) MCC destruction about the same time as the seige mode victory, they can also capture fuel lines to fuel the rocket faster making the clock count down much faster (shaves only 1-2 minutes max)
Either side can clone out resulting in destroyed/saved rocket
Open to High - Game practiced mode FW - Friendly Militia gets an intel/logistics box worth LP for pickup. PC - Used to ship materials to the war barge. Null
Setup: 0.5-2 Hours to launch Attack Window : 0.25 - setup time, if no attacks are scheduled before the last 15 minutes no battle starts up and launch goes unopposed.
District required? : No District used? : If yes, then map starts with pre captured facilities to owning district (a hostile force could still rocket launch their raided materials from the zone they're raiding.) Only issues I see here would be where to place the rocket launch (or how to activate orbital cannon, been offline for too long), everything else looks great (save the damn thing) but I'm afraid CCP won't have time to implement this and with success considering their limitations in development.
New SI required, Redo Ashlands rocket launch pad to be its own Outpost (completed rocket and launch pad with fuling stations) |
Rusty Shallows
Black Jackals
437
|
Posted - 2013.10.24 03:39:00 -
[26] - Quote
Sgt Kirk wrote:CCP Troll wrote: This is all 100%, accurate information. We all know someday they'll find this CCP Troll and silence him, permanently. Until then I'm going to enjoy the lulz. |
Iron Wolf Saber
Den of Swords
9640
|
Posted - 2013.10.24 03:40:00 -
[27] - Quote
Another new game mode is
Overload
Setup: Attacker Target: MCC construction site; map will require a new outpost, racial variants could add flavor and variety.
WIndow of attack within 1 hour of completion of MCC Building process or 10% of total process whatever is more. (they're destroyer sized I doubt they take much time to construct)
Attacker Primary Objective: Destroy MCC under construction.
Defender Primary Objective Destroy Attacking MCC, Defend Friendly MCC in the shipyard.
Attackers have to pick one of three ways to destroy the MCC.
Capture Coolant to rapidly cool off their MCC's siege cannon to destroy the hostile MCC, the stations are easy for attackers to capture.
Capture Null Cannons this traditionally destroys the MCC slowly.
Capture Reactor Controls - by capturing the reactor lines the defenders MCC Shields being to recharged rapidly, and when full begins overcharging the reactors which will cause the defending MCC to explode. Which reactor available for capture changes periodically requiring a fresh hack every time. 3 Minute of scored control will ensure MCC destruction after shields are capped off which only requires 1 minute. This can easily over build provided the attackers are not using their own siege mode or null cannons as a means of destruction.
Defenders have to protect their MCC by
Destroying hostile MCC with null cannons.
Outlast the siege and launch the friendly MCC out of the yard by managing cooling lines which reduces the overcharge timer score.
Keeping friendly MCC's shields 'healthy'
The game mode is timed.
Cloning out results in default victory conditions. Attackers destroy the MCC defenders save the MCC.
High Sec: Yes FW: Yes - LP tied in. PC : Yes - Used for MCC launching. District Use : If Yes - Defenders start with majority control of structures. Advanced District Use: Owners can set the order of reactor activation giving them the homefield advantage.
About reactor controls:
Defenders have to carefully manage the reactors between the null cannons and siege mode, all offensive options will overcome the reactor line shield recharge rates (siege mode most included) However mismanagement of the shield rechargers will lead to the defenders capable of accidentally blowing up their own ship if they keep the reactors overcharging the shields too often. |
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