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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
345
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Posted - 2013.11.01 15:31:00 -
[271] - Quote
If you're a heavy trying to shoot a guy from 75m away using the HMG, you're doing it wrong.
Hop in a LLAV and close the distance. Or better yet, stay with your squad and let the enemy come to you. |
Tom Hamp
Intara Direct Action Caldari State
4
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Posted - 2013.11.02 06:41:00 -
[272] - Quote
Sana Rayya wrote:If you're a heavy trying to shoot a guy from 75m away using the HMG, you're doing it wrong.
Hop in a LLAV and close the distance. Or better yet, stay with your squad and let the enemy come to you.
one on one with another heavy is a decent fight but if his little AR butt buddy comes along he is a b***h and trust me that's no fun and I have done where they carry a boundless and I still get'm with the MH-82 it makes ya think there's something broken with the boundless its weird. |
DiGreatDestroyer
CHACALES
30
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Posted - 2013.11.02 12:16:00 -
[273] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right..
They said this was only for polish, 1.7 is gonna be content filled :D |
Eris Ernaga
DUST University Ivy League
624
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Posted - 2013.11.02 14:09:00 -
[274] - Quote
CCP Wolfman wrote:Sylwester Dziewiecki wrote:CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. Ok, so if I will retreat from battle with turret set on 90* towards my hull, and I accidentally hit lamp with it - what's gonna happen then? a) Turret returns to the 'home' position of 0*. b) Turret will be 'pushed' by object, but without interfering in hull position. c) Turret will drive through, and both objects will not collide with each other. ..or maybe something else? And what about Gallent HAV turret angle*, did you cut it so it is identical as Caldari HAV? * thanks We have allowed the turret to pass through objects like the lamp post to avoid those annoying hang ups. Whilst the turret intersects an object in this way it will not be able to fire.
That's kinda unrealistic how about making it so that if a turrets hit an object the turret stops unless it's something small like a lamp post in which case it'll break the lamp post? Just seems unrealistic and the fact that you can't shoot during seems irritating. |
Draco Cerberus
Hell's Gate Inc
456
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Posted - 2013.11.02 15:12:00 -
[275] - Quote
As much as these updates were needed they still don't fix the problems with Logi Bros not having the ability to last for more than a few seconds under enemy fire. We'll have to see how this is implemented to really understand how a High HP heavy can screw things up for people after this is implemented.
Instead of buffing a repair tool, giving a nice warm buff to nanohives would be a welcome modification. With the higher HP of heavies they will be more likely to such my rep hives dry in shorter time.
Stop pushing that damnable repair tool on me, if I don't have a gun in my hands I am an f'n bullet sponge!
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NextDark Knight
Hellstorm Inc League of Infamy
90
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Posted - 2013.11.02 15:19:00 -
[276] - Quote
Still, I would like to see the data that caused CCP to put a reduction to the splash on the forge gun. The only thing I can think of is Caldari Heavies will get a 30% increase to heavy weapon splash damage when they are released. I can see the bonus going to either splash damage or return of the removed zoom function. The Forges in the current state before the reduction are balanced. People complain about tower camping but OMG those tower campers are so easy to kill so it's a non-issue. You have less ground pounders and most of the FG Snipers have tunnel vision anyway and never see my boot before it crushes them.
You know, it would be a interest if it would be possible to do a query on past battles.. How much information is saved about the battle.. Can I do SELECT 'KILL/DEATH' FROM ALL 'FORGE GUNNERS' WHERE LOCATION ABOVE '65m' AND 'NEXTDARK KNIGHT' IS LOCATED IN BATTLE. |
The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
8
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Posted - 2013.11.02 17:25:00 -
[277] - Quote
OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..? |
Shotty GoBang
Pro Hic Immortalis
1910
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Posted - 2013.11.02 18:22:00 -
[278] - Quote
The Minoan ManiacArchon wrote:OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..?
I've heard folks mention this affect running Ferroscale (not Reactive). Haven't tested or confirmed. If it was the case, it may have been patched. |
agent caron
DUST University Ivy League
2
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Posted - 2013.11.02 18:40:00 -
[279] - Quote
what about the bug where you would freeze at some menues. market, info, squad finder, ect.
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Shotty GoBang
Pro Hic Immortalis
1910
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Posted - 2013.11.02 19:01:00 -
[280] - Quote
agent caron wrote:what about the bug where you would freeze at some menues. market, info, squad finder, ect.
"Fixed an issue where players would hang at the Show Info window if closed rapidly." |
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Icedslayer
SVER True Blood Public Disorder.
141
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Posted - 2013.11.02 19:45:00 -
[281] - Quote
Shotty GoBang wrote:The Minoan ManiacArchon wrote:OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..? I've heard folks mention this affect running Ferroscale (not Reactive). Haven't tested or confirmed. If it was the case, it may have been patched.
This bug/glitch has been around for a long time. Just show how incompetent CCP is, They nerf the scout strafe speed but allow this bug to be in and abused for months. It actually made me quit the game, why should someone that already is giving up there EHP get there speed nerfed aswell? But you have all these gallente logi's that can slap damage mods on and use that bug and strafe twice as fast as a scout.
This game is broken, CCP has shown time and time again they don't give a f@ck about Scouts, its all about the medium suits.
Ill even make a bet of 10 mill isk that come 1.7 that bug still wont be fixed
All i can say is, if CCP doesn't deliver in 1.7 (Madd scout love/buffs iam talking about) i probably wont be coming back until they release a PS4 version |
IgniteableAura
Pro Hic Immortalis
281
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Posted - 2013.11.03 05:33:00 -
[282] - Quote
Himiko Kuronaga wrote:IgniteableAura wrote:For those complaining about the small amount of hp buff to heavys............that's basically the total hp of my scout.
So its like a scout has been ducktaped to your back...sans the extra range profile.
You think its insignificant huh? Yes, it is. Your scout lives and dies based on his ability to run away and strafe, along with that superior scan. If an enemy shoots at you for half a second and you stay still, you die. But you typically find yourself running away longer than that, which means you are tanking through evasion. Heavies cannot evade.
Heavies are not supposed to evade, hence the hp buff, which gives you at least 4 extra bullets worth of tank and like stated before is similar to my entire hp pool.
Evasion? Haha yea right. I can no longer speed tank because 1. Bullets are magnetized to scouts, therefore, deaths are constantly mid air or behind solid walls. Auto aim. 2. No limit on turn speeds anymore.
6m is not significant. 6m is shotgun range. Thats imperceivable pn the radar. Only scout it actually benefits is the gal scout. Now a reduction of scan profile....yes that would have been nice and appropriate and useful to all scouts. A buff is a buff and im happy we got one, but it's not likely to change the situation.
PHI Recruitment
or PHIsh Tank in game
Twitch
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NextDark Knight
Hellstorm Inc League of Infamy
90
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Posted - 2013.11.03 15:21:00 -
[283] - Quote
Rorian Gray wrote:While I like the changes, I'd trade it all away in exchange for a fix to the voicecomms that got bugged with 1.5. I've always been happy with how quick new bugs were worked out on the EVE side. We woulda had a 1.5.1 a day or two after 1.5, fixing the voice (no bubble/can't mute) issue if it were EVE-side I'd think. If CCP could implement the same quality control here, it'd go a long way towards making this feel less like it's still in extended beta.
Wasn't this implemented to fix a bug with hotmicing causing the game to lockup or run really slow? Anyways.. Still waiting for CCP to release the data on why the forge is being reduced. I want to see ## not a bunch of whiny hiney that don't understand the forge. |
keira hime
Dead Six Initiative Lokun Listamenn
3
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Posted - 2013.11.03 16:00:00 -
[284] - Quote
Laurent Cazaderon wrote:xxwhitedevilxx M wrote:Laurent Cazaderon wrote:Spkr4theDead wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine. Nice to hear a FG user being ok with it. I was sure it wouldnt bother those used to FG snipe as they know their ways. On a side note, comparing MD and FG is bad. MD is supposed to be an area denial weapon. FG snipe is more like Thor's divine punishment. You just suddenly die. LOL. At least, THor will have to be more accurate now does this mean my dropships won't be suddenly FG'd out of the sky |
Necandi Brasil
DUST BRASIL S.A Covert Intervention
423
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Posted - 2013.11.03 16:08:00 -
[285] - Quote
PvE ???
A DUST BRASIL S.A precisa de você ! Junte-se a nós !
Hey CCP, give me PvE!
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
856
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Posted - 2013.11.03 23:07:00 -
[286] - Quote
Necandi Brasil wrote:PvE ???
"NEVAH!" cit. Any CCP Dev
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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THE BOB 23
Ghost Reconnaissance Unit
0
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Posted - 2013.11.04 05:52:00 -
[287] - Quote
yes! , improved hit detection
HELLO PEOPLE OF THE INTERSNET
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Quidam Brujah
Molon Labe. RISE of LEGION
5
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Posted - 2013.11.04 06:34:00 -
[288] - Quote
All that Logi/Heavy stuff is great. How about fixing those wonder PS3 lockups that happen randomly? This is the ONLY game/app that locks up my BOTH of my PS3s (a 'slim' and a 'non-slim') randomly. |
The dark cloud
The Rainbow Effect
1823
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Posted - 2013.11.04 07:45:00 -
[289] - Quote
I would like to know if the militia heavy is getting a HP buff which is somewhat in line with the regular heavy buff. |
itsmellslikefish
DIOS EX. Top Men.
491
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Posted - 2013.11.04 19:12:00 -
[290] - Quote
No Mic fixes?
"Profanity is the one language all programmers know best"
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Sam Booty
Valor Coalition
9
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Posted - 2013.11.04 19:47:00 -
[291] - Quote
Still no fix for critical points such as:
- Limit the amount of tanks in ambush specially in 50 clone ambush matches. - Lower the speed and armor of logistics LAVs to avoid murder taxi. - Make anti-vehicles and swarm launchers more effective.
Basically make tankers and LAVs afraid of swarm launchers and AV weapons. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
308
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Posted - 2013.11.04 22:03:00 -
[292] - Quote
excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it.
Because MD's instant kill you. Because MD's can camp an objective 350m at the top of a tower and instant kill you. Because MD's are SO OP they require a nerf because you're butthurt you can't snipe with an AV weapon to infantry anymore.
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
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Stikki Tin-Mi
A.N.O.N.Y.M.O.U.S.
35
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Posted - 2013.11.04 22:10:00 -
[293] - Quote
medomai grey wrote:Repair tools might be too strong but like the other changes. Are you kidding? As of now do you bring a rep tool to pc matches? No? Me neither because they are too weak to be effective.
The ability to learn is what makes us real men and women. Those who think they know better always wonder why they fail.
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Flaminius-Aurelius Julius
DUST University Ivy League
93
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Posted - 2013.11.04 22:17:00 -
[294] - Quote
HEAVY NERFS ARE OVER!!! PRAISE BE KEVALL!!!
Veni, Vedi, Veni
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Dachande Anasazi
Crux Special Tasks Group Gallente Federation
81
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Posted - 2013.11.04 22:46:00 -
[295] - Quote
what do you mean by stabilization? |
dogmanpig
black market bank
28
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Posted - 2013.11.05 00:41:00 -
[296] - Quote
Jadd Hatchen wrote:CCP Wolfman wrote:Sylwester Dziewiecki wrote:CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. Ok, so if I will retreat from battle with turret set on 90* towards my hull, and I accidentally hit lamp with it - what's gonna happen then? a) Turret returns to the 'home' position of 0*. b) Turret will be 'pushed' by object, but without interfering in hull position. c) Turret will drive through, and both objects will not collide with each other. ..or maybe something else? And what about Gallent HAV turret angle*, did you cut it so it is identical as Caldari HAV? * thanks We have allowed the turret to pass through objects like the lamp post to avoid those annoying hang ups. Whilst the turret intersects an object in this way it will not be able to fire. Ok for that, but still have two other problems... 1 - On one of the dropship models, if you are in the gunner's position (on both sides) if you are pointed forward there is a small part of the dropship's own frame that juts out into the path of the turret's arc. When they "collide" it pushes the turret's aim point back to up and straight forward ruining any chance the gunner has to shoot at anything straight ahead and below whichis usually the direction of the enemy. *doh* 2 - On all HAV's, the top turret has NEVER been coaxial with the main turret that it is mounted upon. This effect causes the fire from the top gunner to be interfered with by any movement or rotation of the main turret by the HAV pilot. Since the ability for the HAV pilot is tied to moving that damned turret like 90% of the time to be able to maintain situational awareness, then the top turret ends up never fireing straight ever. *double-doh* Any chance these things will be fixed? i foresee HAV will have problems firing,lots of them (gallente more then caldari) and dropships never be able to fire once they take off.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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Klash 816
Sanguis Defense Syndicate
61
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Posted - 2013.11.05 02:54:00 -
[297] - Quote
I just hope 1.7 doesn't break everything so that 1.8 doesn't have to be another round of bug fixes :/
~~~~~~~~~~~~~~~~~~~~~
With Blood and Iron
We Klash-
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Maken Tosch
DUST University Ivy League
4937
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Posted - 2013.11.05 06:36:00 -
[298] - Quote
Its almost time...
CCP, please fix the Nova Knives. Thank you.
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SgtDoughnut
Red Star Jr. EoN.
357
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Posted - 2013.11.05 08:27:00 -
[299] - Quote
Sephirian Fair wrote:I can't believe you don't have the fix to the comms bug that we've had since the beginning of 1.5 in this patch. You haven't even had the courtesy to give those of us having to deal with it any information on the error that's been happening.
Thank goodness the character switch works as a temporary fix, or you would have lost another player today due to your gross negligence. This patch already is a bare bones one and you can't even fix one of the more crucial bugs in your game.
You apparently do not understand how patching and programming works, patches get released when they are done, its not like they haven't been working on it, they just have not found a solution yet. Slow your roll man, it will get fixed eventually. |
Daigon VII
The Enclave Syndicate Dark Taboo
13
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Posted - 2013.11.05 08:52:00 -
[300] - Quote
The commando suit is usable now. |
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