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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
George Moros
Area 514
146
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Posted - 2013.10.29 10:08:00 -
[31] - Quote
With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. |
Slightly-Mental
Zumari Force Projection Caldari State
22
|
Posted - 2013.10.29 10:08:00 -
[32] - Quote
Nice prep for 1.7
[quote=CCP Frame]Uprising 1.6 Patch Notes:
* Several graphical fixes regarding SSAO and Shadows.
/quote]
Does this mean, that the distance rendering, while looking into a scope is fixed ? |
ChromeBreaker
SVER True Blood Public Disorder.
1427
|
Posted - 2013.10.29 10:11:00 -
[33] - Quote
mmm 1200 standard hp.... all the love for that
Forge gun splash.. good i say!!! more tears for when i kill you regardless |
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CCP Wolfman
C C P C C P Alliance
2725
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Posted - 2013.10.29 10:13:00 -
[34] - Quote
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. |
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Laurent Cazaderon
What The French
1961
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Posted - 2013.10.29 10:13:00 -
[35] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogDropsuits* Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Increased the repair toolsGÇÖ rate of repair (general values for each tier): Standard and Militia: 40 HP/s, Advanced: 60 HP/s, Prototype: 70 HP/s. * Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325. Vehicles* Added stabilization for Militia Dropships to the control scheme to make them easier to fly. Weapons* Reduced the Forge gun blast radius: Standard: from 2.5m to 1.5m, Advanced: from 2.75m to 1.8m, Prototype: from 3m to 2.1m. Bug fixes and polish* Battle finder now shows a correct clone reserve count for corporation battles. * Fixed missing hints on create button in Squad Finder. * Applied fixes to vehicle turrets. * Several graphical fixes regarding SSAO and Shadows. * Fixed an issue where players would hang at the Show Info window if closed rapidly. * Fixed an issue where players were not able to see server name and player count during server VIP mode. * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug where players were getting stuck on the front of the HAV. * Fixed a bug that caused strange behavior with third person mesh when killed in a turret. * Fixed a bug that caused the third person mesh to sometimes 'freeze' if killed whilst crouching. * Fixed a bug that caused equipment to slide on the base of the null cannon. * Fixed a bug with visual corruption on wreck materials.
I militated for a long time that the sentinel bonuses would be change to a bonuses to the base HP of the suit. So i'm liking the buff for all those heavy suits. i hope to see them last longer on the BF (but not too much, please keep dying).
The forge gun splash radius tweaks are good also. It will make that spammed tactic less effective, which is always good. |
Heinrich Jagerblitzen
D3LTA FORC3
985
|
Posted - 2013.10.29 10:13:00 -
[36] - Quote
CCP Frame wrote:* Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325.
FATTY PARTY TIME WHERE MY HEAVIES AT WOOP WOOP!!!!
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shaman oga
Nexus Balusa Horizon
838
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Posted - 2013.10.29 10:14:00 -
[37] - Quote
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. Yeshhhhhhhhhhhhhhhhhhh
Min & Gal FW
Daj intlà Balusa
Equality Event
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Hellsatano
Academy Inferno CRONOS.
165
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Posted - 2013.10.29 10:15:00 -
[38] - Quote
Are you serious? thats insane useless |
ChromeBreaker
SVER True Blood Public Disorder.
1427
|
Posted - 2013.10.29 10:17:00 -
[39] - Quote
HAHAHAHHAHA
My heavies can survive basic Forge gun direct hits now!!!!!!!!!!!!!!!!!!!!
(disclaimer: with a plate)
No more silly little millitia forge noob counter forging me now |
Laurent Cazaderon
What The French
1961
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Posted - 2013.10.29 10:18:00 -
[40] - Quote
Hellsatano wrote:Are you serious? thats insane useless
More of a technical update dude :) And i find the adjustments to the heavies more interesting than some entire patches we had back in the days. |
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XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
440
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Posted - 2013.10.29 10:20:00 -
[41] - Quote
shotgun & nova knife fixes
and only a 6 meter buff for scouts
wheres the love for the scout role CCP
we need a cpu/pg buff along with another module slot
SOONGäó
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DJINN Morbid
SVER True Blood Public Disorder.
3
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Posted - 2013.10.29 10:21:00 -
[42] - Quote
Hope you fix the repair tool not getting points when it should be. on ALL types of rep tools. I'm sick of not getting the points i earn.
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Sylwester Dziewiecki
Beyond Hypothetical Box
197
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Posted - 2013.10.29 10:27:00 -
[43] - Quote
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 angel, did you cut it so it is identical as Caldari HAV? |
dogmanpig
black market bank
25
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Posted - 2013.10.29 10:30:00 -
[44] - Quote
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 angel, did you cut it so it is identical as Caldari HAV? angle
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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Sylwester Dziewiecki
Beyond Hypothetical Box
197
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Posted - 2013.10.29 10:31:00 -
[45] - Quote
DJINN Morbid wrote:Hope you fix the repair tool not getting points when it should be. on ALL types of rep tools. I'm sick of not getting the points i earn.
If someone will harm itself with grenade or something else, you will not get points for fixing his armor dmg. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4397
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Posted - 2013.10.29 10:34:00 -
[46] - Quote
Hit detection improvements, hurrah. I hope they work.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Aleksander Black
Immortal Retribution
218
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Posted - 2013.10.29 10:47:00 -
[47] - Quote
I used to be able to take a heavy head on with my scrambler rifle as I knew I could:
a) kill him before the weapon overheats; b) kill him before he kills me.
Not anymore. With that hp buff I'm pretty sure that the scrambler will overheat if I try to kill him before he kills me AND that he will surely kill me if I try to pull my sidearm to finish him. This is good, I don't really think I should be able to engage a heavy head on and win like that and now I'm going to have to think before engaging as I won't be able to finish him off without consequence or a good amount of luck with headshots.
Rep tool bonus will make a nice combo with the increased buffer in the heavies but will still be fairly underused elsewhere because you can't see clearly who needs reps as the health bars are too hard to spot. 87,5 hp/s in a proto repper with amarr logi lvl5 seems very good though. Won't be outrepping a duvolle for sure but will surely add a good layer of survivability.
Scout's bonus to scan radius was a good call. The ewar game has gotten a lot better with the sudden popularity of active scanners and consequent popularity of profile dampeners, so adjusting a bit the passive scan detection seems like the logical next step in this trend and nowhere better to start than the light frame suits. Scout's don't have that many slots to dedicate to ewar, it's supposed that the ewar capacities were to be already in built to the suit with the lower slot count preventing them from being too versatile. Thing is, the passive ewar in those suits was pretty underwhelming. Passive scan can be a great help in CQC as you track your opponents through walls and cover, but not really worth spending a range extender on. Now the passive range in any light frame suit can be as far as 24m without any dedicated modules to it, and considerably more with a single extender making for a interesting deal in such a fragile suit.
Forge Gun changes were on spot, though I'm guessing more changes will be necessary as the gun will remain too predominant anyway.
Cheers if Commandos are even just half useful now.
Now let 1.7 come.
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The Black Jackal
The Southern Legion The Umbra Combine
903
|
Posted - 2013.10.29 11:00:00 -
[48] - Quote
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.
Thankyou for clarifying that! Wolfman!
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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Sephirian Fair
0uter.Heaven Proficiency V.
116
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Posted - 2013.10.29 11:03:00 -
[49] - Quote
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. |
shady merc
RisingSuns Public Disorder.
22
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Posted - 2013.10.29 11:03:00 -
[50] - Quote
As a full time logi,part time, 1/3 time commando I like what I see.
My basic commando will have a noticable amount of hp over my caldari assault bpo now
I actually will have a good reason to use adv rep tools. On the last respec I didn't get advanced one as it felt pointless you either went proto or stuck at basic.
My heavy just became a better bullet sponge
Hit detection is always a good thing to see as well,
Good job ccp
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Spkr4theDead
Red Star. EoN.
1146
|
Posted - 2013.10.29 11:05:00 -
[51] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogLocalised versions: Spanish, Russian, Japanese, French, German, ItalianDropsuits* Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Increased the repair toolsGÇÖ rate of repair (general values for each tier): Standard and Militia: 40 HP/s, Advanced: 60 HP/s, Prototype: 70 HP/s. * Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325. Vehicles* Added stabilization for Militia Dropships to the control scheme to make them easier to fly. Weapons* Reduced the Forge gun blast radius: Standard: from 2.5m to 1.5m, Advanced: from 2.75m to 1.8m, Prototype: from 3m to 2.1m. Bug fixes and polish* Battle finder now shows a correct clone reserve count for corporation battles. * Fixed missing hints on create button in Squad Finder. * Applied fixes to vehicle turrets. * Several graphical fixes regarding SSAO and Shadows. * Fixed an issue where players would hang at the Show Info window if closed rapidly. * Fixed an issue where players were not able to see server name and player count during server VIP mode. * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug where players were getting stuck on the front of the HAV. * Fixed a bug that caused strange behavior with third person mesh when killed in a turret. * Fixed a bug that caused the third person mesh to sometimes 'freeze' if killed whilst crouching. * Fixed a bug that caused equipment to slide on the base of the null cannon. * Fixed a bug with visual corruption on wreck materials. Explain 'applied fixes to vehicle turrets' please. |
Spkr4theDead
Red Star. EoN.
1146
|
Posted - 2013.10.29 11:06:00 -
[52] - Quote
Syeven Reed wrote:Loving the heavy buff! It is great, but it's only to the specialized heavy suits, not the basic frame. |
Marston VC
SVER True Blood Public Disorder.
1126
|
Posted - 2013.10.29 11:06:00 -
[53] - Quote
DR FEB wrote:So then the new weapons will come in 1.7?
That, or 1.8
CCP said that they got pushed back to 1.7 a week after they said vehicles/weapons were pushed back to 1.6
This patch wasn't expected to be very big. But the next two or three should be pretty sizable considering how much content keeps getting pushed back.
Marston VC, STB director
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dogmanpig
black market bank
26
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Posted - 2013.10.29 11:07:00 -
[54] - Quote
Spkr4theDead wrote:CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogLocalised versions: Spanish, Russian, Japanese, French, German, ItalianDropsuits* Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Increased the repair toolsGÇÖ rate of repair (general values for each tier): Standard and Militia: 40 HP/s, Advanced: 60 HP/s, Prototype: 70 HP/s. * Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325. Vehicles* Added stabilization for Militia Dropships to the control scheme to make them easier to fly. Weapons* Reduced the Forge gun blast radius: Standard: from 2.5m to 1.5m, Advanced: from 2.75m to 1.8m, Prototype: from 3m to 2.1m. Bug fixes and polish* Battle finder now shows a correct clone reserve count for corporation battles. * Fixed missing hints on create button in Squad Finder. * Applied fixes to vehicle turrets. * Several graphical fixes regarding SSAO and Shadows. * Fixed an issue where players would hang at the Show Info window if closed rapidly. * Fixed an issue where players were not able to see server name and player count during server VIP mode. * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug where players were getting stuck on the front of the HAV. * Fixed a bug that caused strange behavior with third person mesh when killed in a turret. * Fixed a bug that caused the third person mesh to sometimes 'freeze' if killed whilst crouching. * Fixed a bug that caused equipment to slide on the base of the null cannon. * Fixed a bug with visual corruption on wreck materials. Explain 'applied fixes to vehicle turrets' please.
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.
page 2 https://forums.dust514.com/default.aspx?g=posts&m=1440252#post1440252
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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Niuvo
NECROM0NGERS
677
|
Posted - 2013.10.29 11:10:00 -
[55] - Quote
Man oh man, this is what I've been waiting for as a scout. This blog was so good I had to read it in spanish. Thank you for all the hard work! I hope this becomes the groundwork for 1.7 like you said. Again thank you for your dedication. This game is awesome, very addicting also. Looking forward to the future of Dust 514. |
Takahiro Kashuken
Red Star. EoN.
1548
|
Posted - 2013.10.29 11:10:00 -
[56] - Quote
Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to the original position |
Tectonious Falcon
The Southern Legion The Umbra Combine
776
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Posted - 2013.10.29 11:10:00 -
[57] - Quote
Honestly I'm just glad Dust gets updated at a fairly good pace, even if its not huge patches. Stagnation = death |
Takahiro Kashuken
Red Star. EoN.
1548
|
Posted - 2013.10.29 11:11:00 -
[58] - Quote
Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to |
Niuvo
NECROM0NGERS
677
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Posted - 2013.10.29 11:12:00 -
[59] - Quote
Spkr4theDead wrote:Syeven Reed wrote:Loving the heavy buff! It is great, but it's only to the specialized heavy suits, not the basic frame. It's for the basic also. |
daishi mk03
Brutor Vanguard Minmatar Republic
280
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Posted - 2013.10.29 11:12:00 -
[60] - Quote
WHERE ARE THE VEHICLE CHANGES ALREADY PROMISED FOR 1.5?
Edit: Yeah, yeah, I know ... just wanted to write that. |
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