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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Text Grant
Death Firm.
194
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Posted - 2013.10.30 05:11:00 -
[691] - Quote
Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. |
Templar 514
Amarr Templars Amarr Empire
19
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Posted - 2013.10.30 06:33:00 -
[692] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.
Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats.
Seriously, pay attention to the stickies and at least look over them in passing. |
Text Grant
Death Firm.
194
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Posted - 2013.10.30 07:33:00 -
[693] - Quote
Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. |
D legendary hero
Ultramarine Corp
1229
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Posted - 2013.10.30 07:53:00 -
[694] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Super Sniper95 wrote:I didnt see any new sniper rifle :-( They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content.
The caldari sniper is the longest range sniper in the game. what else could you possibly want?
A galente sniper would just be a tac AR withreally high damage and fire rate.... An Amarr sniper would pretty much show everyone exactly where you are.... A minmintar sniper.... hmmmm... a .50 cal perhaps?
since sniping is about range and you have the longest range sniper... there really is no need atm for new snipers. just maps that help sniping about more.
D Legendary Hero, Defender of the downtrodden.
Let those tainted by evil beware... soon they will discover Justice
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Baal Omniscient
L.O.T.I.S. Public Disorder.
701
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Posted - 2013.10.30 08:00:00 -
[695] - Quote
I just hope that the Minmatar burst actually has a functional scope on it, because the Galllente one has far too much zoom for it's limited range. I'd rather the scope be under powered than have enemies look like they are close enough to hit with optimal damage and just barely scratch them when you pull the trigger.
Also I hope the grouping is decently tight on the burst, otherwise it will be useless. The other 2 projectile high ROF weapons we have have ungodly spread at any range beyond spitting distance, but burst rifles need tight bullet grouping. As for the full auto combat rifle... hopefully it has a comparable spread to the current AScR. It will need a bit of spread since it's main upside is it's ROF.
Basically... GIMME A FULLY FUNCTIONAL BURST RIFLE WITH A PROPER SCOPE CCP! I MISS MY OLD ALLOTEK FROM CHROMOSOME SOOOOO BAD!!!
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Shley Ashes
TanksVeryMuch
37
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Posted - 2013.10.30 16:26:00 -
[696] - Quote
Any news on the Combat Rifle Operation skill and Rail Rifle Operation skills and what they will actually have an effect on ?
Rail Rifle Operation = 5% reduction to charge time per level ? Combat Rifle Operation = 5% reduction to combat rifle kick per level ?
also will they have a sharpshooter skill for each ???? and if so what will that affect ?
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BLACK MASK D
The Exemplars Top Men.
16
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Posted - 2013.10.30 17:17:00 -
[697] - Quote
seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to? |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
440
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Posted - 2013.10.30 18:18:00 -
[698] - Quote
BLACK MASK D wrote:seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to?
Full auto Combat Rifle will have ironsight.
Rail Rifle is supposed to be used much further out and will have much lower ROF
EDIT: both will have ironsight
So I doubt AR setup will change. |
Godin Thekiller
Hellstorm Inc League of Infamy
1335
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Posted - 2013.10.30 20:52:00 -
[699] - Quote
BLACK MASK D wrote:seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to?
Combat Rifle is getting a Red Dot Sight, and the Plasma Rifles are sticking with the iron sights. All assault versions are getting iron sights.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Principus Shmoof Triariian
Deadly Blue Dots RISE of LEGION
46
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Posted - 2013.10.30 21:04:00 -
[700] - Quote
AV Nerf? Moar guns? How I wish I had my PS3 with me! |
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Spkr4theDead
Red Star. EoN.
1159
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Posted - 2013.10.30 23:07:00 -
[701] - Quote
Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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VikingKong iBUN
Mcalpines Fusiliers Covert Intervention
6
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Posted - 2013.10.31 00:25:00 -
[702] - Quote
D legendary hero wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Super Sniper95 wrote:I didnt see any new sniper rifle :-( They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content. The caldari sniper is the longest range sniper in the game. what else could you possibly want? A galente sniper would just be a tac AR withreally high damage and fire rate.... An Amarr sniper would pretty much show everyone exactly where you are.... A minmintar sniper.... hmmmm... a .50 cal perhaps? since sniping is about range and you have the longest range sniper... there really is no need atm for new snipers. just maps that help sniping about more. i want a Minmatar bolt-action sniper rifle so bad |
CharCharOdell
1413
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Posted - 2013.10.31 01:27:00 -
[703] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.
only if vehicles cost between 9k for STD and 150k for proto.
also, can my dren AR ohk your suit, too?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Pandora Mars
Afterlife Overseers
389
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Posted - 2013.10.31 02:52:00 -
[704] - Quote
I realize this only now:
CCP, I really hope ranges are not set in stone, because I hope you relize that you buffed the AR's range and nerfed the TAR's range.
Just one word: WHY?
TAR's range was 60m ADV and 65m PRO, you decreased it by 5m. You also buffed the Scrambler A LOT, so there was absolutely no reason to nerf the TAR's range.
The Combat rifle is projectile tech, but it's burst. The TAR is blaster (slightly less range), but it's a single shot weapon (generally more range). Give it the same range of the Combat rifle (60m ADV and 66m PRO), at least.
The gun was already a bit down the line (not much, it's a decent weapon, but just a bit below average) and you are going to nerf it further: stop now that you can, please!
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Text Grant
Death Firm.
194
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Posted - 2013.10.31 07:29:00 -
[705] - Quote
Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay |
Harpyja
Royal Uhlans Amarr Empire
659
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Posted - 2013.10.31 13:29:00 -
[706] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. LOL, another scrub who thinks he has to be able to solo every tank!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Halador Osiris
Dead Six Initiative Lokun Listamenn
701
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Posted - 2013.10.31 16:43:00 -
[707] - Quote
Was writing stuff. gave up on stuff..
I used to be a director like you, but then I took 7 mil from the corp wallet.
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Wombat in combat
MoIden Heath PoIice Department EoN.
118
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Posted - 2013.10.31 19:29:00 -
[708] - Quote
Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
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Baal Omniscient
L.O.T.I.S. Public Disorder.
702
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Posted - 2013.10.31 21:12:00 -
[709] - Quote
Swarms. I've maxed out every skill involved with them the moment LLAV's started running rampant and a respec was handed out, and I have issues with swarms vs vehicles that both sides of the debate can agree with and some that neither side would, but since things are changing soon the current issues no longer matter.
My concern right now is not with tanks. Swarms vs the new tank setups should be just fine, on paper it looks close to balanced since tanks are getting less modules, less module slots, and limited ammo in return for high resistance modules, higher damage, etc. Basically tanks will be tanks like today. Killable but deadly if they see you... until they run out of ammo. A tool that supports the team and requires support from the team. We'll have to see how it plays out, but it looks like things will be.... ok. At least to an extent once tankers get a feel for the new play style of tanks.
I'm more concerned with swarms vs LAV's and Dropships. With the current swarm range dropships in most cases are already able to easily out run them by simply flying straight up to the flight ceiling (unless the swarmer is directly below them, then it's a toss up based on the elevation of the terrain). With the new swarm range, you will be able to avoid a swarm by simply flying a few seconds to the left.
As for LAV's, I've not seen much change other than they are going to have to switch from passive resistance mods to active ones. They will all be basic LAV's, so with the new swarm stats about 3-4 swarms might take a well specced and built one down. That sounds about right damage-wise for a swarm vs a well built LAV, but the fact is you will never land more than one swarm on it because of the range. In order to take out a LAV, you have to be able to hit it enough times to kill it. Can't do it with the new range.
The problem is that everyone thinks of swarm range while thinking the swarms need to travel a straight line between a person and a stationary target. Fire a swarm at a moving dropship today and watch what it does, it paints the picture well. In reality it's from a person to the midpoint between the targets initial position and it's current one, then it alters course to follow and track until it hits or it disappears. A lot of a swarms range is eaten up in it finding the midpoint before actually tracking the target.
Now I'm not saying that swarm range doesn't need to be toned down, I agree it should. But to function properly vs LAV's and dropships it needs to be taken down a lot less than this. A 30-40% range nerf would be just about right, while this.... this is just a bit overkill.
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Spkr4theDead
Red Star. EoN.
1168
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Posted - 2013.10.31 21:50:00 -
[710] - Quote
Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Harpyja
Royal Uhlans Amarr Empire
664
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Posted - 2013.10.31 22:15:00 -
[711] - Quote
Baal Omniscient wrote:I'm more concerned with swarms vs LAV's and Dropships. With the current swarm range dropships in most cases are already able to easily out run them by simply flying straight up to the flight ceiling (unless the swarmer is directly below them, then it's a toss up based on the elevation of the terrain). With the new swarm range, you will be able to avoid a swarm by simply flying a few seconds to the left. I want to point out that only lock range has been reduced to 175m. Their flight range may still be the same, but we haven't heard about that yet. So you probably will still get hit by one or two swarm volleys before you get out of lock range.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Spkr4theDead
Red Star. EoN.
1168
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Posted - 2013.10.31 22:20:00 -
[712] - Quote
Text Grant wrote:Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4520
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Posted - 2013.10.31 23:59:00 -
[713] - Quote
Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?
Why should it be a 'game changing force multiplier'? Because you want it to be a win button?
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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jerrmy12 kahoalii
The dyst0pian Corporation
78
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Posted - 2013.11.01 00:56:00 -
[714] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? nerf my infrantry suit then, it solos many players and sometimes kills 2 people shooting at me |
Sgt Kirk
SyNergy Gaming EoN.
2495
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Posted - 2013.11.01 01:02:00 -
[715] - Quote
Arkena Wyrnspire, Call of Duty: Ghost is coming out real soon.
You might like it better there.
I may have deleted DUST but I still care deeply about this game.
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Text Grant
Death Firm.
195
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Posted - 2013.11.01 03:55:00 -
[716] - Quote
Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.[/quote]
Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats.
Seriously, pay attention to the stickies and at least look over them in passing.[/quote] Which is why I didn't mention the damage nerf. [/quote] You just want it pathetically easy to destroy vehicles.[/quote] It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay[/quote] So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?[/quote] Exactly. Vehicles > infantry Infantry > AV AV > vehicles There is no balance otherwise |
Spkr4theDead
Red Star. EoN.
1178
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Posted - 2013.11.01 17:18:00 -
[717] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? A Thale's sniper on the MCC is exactly the same thing. Should the Thale's be removed?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Wombat in combat
MoIden Heath PoIice Department EoN.
124
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Posted - 2013.11.01 17:30:00 -
[718] - Quote
Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. |
Spkr4theDead
Red Star. EoN.
1178
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Posted - 2013.11.01 17:36:00 -
[719] - Quote
Wombat in combat wrote:Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. Why is the range reduction too much?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Argent Mordred
DUST University Ivy League
12
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Posted - 2013.11.01 19:19:00 -
[720] - Quote
For the rail rifle and maybe the combat rifle, have you ever thought of using a more unusual type of scope than a standard low power (i.e. sight with a fixed magnification in the 2x-4x range) scope? Which is what I assume you mean by referencing Trijicon's Acog series of optics.
The idea came to me when I considered that the scope on the rail rifle is unusually large (I came across a website where the artist hired to do dust's weapons had posted his work and I was able to see a picture with first person, side, and one other perspective views of the weapons.) The size is especially noticeable when you compare it to the medium sized box that is the high power sight on the sniper rifle, the scopes are around the same size with the rail rifle's being probably the slightly larger of the two. I then later saw that you intended to put a low power scope on it and thought why not make the sight for it a hybrid optic.
My suggestion would be to put an optic similar to the specterdr 1-4x. The specterdr is sight that does not have as good field of view as a red dot or acog, though the current rifle sight (for the burst and tac ars) is a bit too thick anyways so there might not need to significant adjustments as the scopes are already somewhat disadvantageous when acquiring targets.
The specterdr however can change between being 1x magnification and 4x magnification. What if the rail rifle could toggle between magnifications when ADS using r3, the sprint key, which is unused when aiming down sights last I checked? Players would have greater versatility because they could choose to use magnification when using the rail rifle at it's longer optimal range, but could switch to a no magnification (or slightly magnified) mode similar to what the weapons with red dots or iron sights have for close quarters.
Of course, the extra complications involved in the feature could cause problems if the player forgets to switch back to the appropriate mode for the situation they are in; adding risk to balance the feature as the player is stuck using too much or too little magnification for a target at that particular range or taking a second to switch between 1x and 4x while under fire. |
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