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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Spkr4theDead
Red Star. EoN.
1146
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Posted - 2013.10.29 11:15:00 -
[61] - Quote
Henry FitzEmpress wrote:As a logi, thank you for the bit of love shown to the Scouts and Heavies. But for the rep tool, there's variants at all levels. Would the rep tool change affect only the basic one for each level? |
Captain Africa Clone1
GRIM MARCH
146
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Posted - 2013.10.29 11:17:00 -
[62] - Quote
He Ain't Heavy, Heeeee's My Fatty ....Come the 5 NOV Il be wearing my 4 layer armor Jock Strap ! |
TechMechMeds
Swamp Marines Kleenex Inc.
1090
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Posted - 2013.10.29 11:18:00 -
[63] - 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.
Oh my god being a heavy hugger is back, yes!
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Spkr4theDead
Red Star. EoN.
1147
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Posted - 2013.10.29 11:21:00 -
[64] - 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. I have proficiency 3 and think the nerf is just fine. |
Spkr4theDead
Red Star. EoN.
1147
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Posted - 2013.10.29 11:24:00 -
[65] - Quote
George Moros wrote:With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. 1320 damage before mods? Not likely. |
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:25:00 -
[66] - 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. But they haven't been damaging themselves. I shoot through my hull on weird angles all the time, and have plenty of stupid bluedots shooting me with either the top or front turret of my own tank. That's just not a problem. |
Spkr4theDead
Red Star. EoN.
1147
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Posted - 2013.10.29 11:26:00 -
[67] - Quote
ChromeBreaker wrote: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 LOL You can't survive body shots from a forge gun, even MLT is 1320 damage base. And that's before any damage mods. |
Spkr4theDead
Red Star. EoN.
1147
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Posted - 2013.10.29 11:28:00 -
[68] - 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 angle*, did you cut it so it is identical as Caldari HAV? * thanks Wait.................................... again, why nerf something about armor tanks when you should be asking CCP to put that same thing about shield tanks on par with armor? Nerfing one type of tank to be in line with another will never count as a positive change. |
steadyhand amarr
MoIden Heath PoIice Department EoN.
1635
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Posted - 2013.10.29 11:29:00 -
[69] - Quote
My swarm Iscr fit might be worth it now looking forword to testing that
"my faith is my shield, the empress's light my guide and my fury my sword"
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Spkr4theDead
Red Star. EoN.
1147
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Posted - 2013.10.29 11:30:00 -
[70] - Quote
Takahiro Kashuken wrote:Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to Lol probably not. |
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Paran Tadec
Ancient Exiles
1506
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Posted - 2013.10.29 11:31:00 -
[71] - Quote
rise of the spider tanked heavies
Bittervet Proficiency V
CSM 1 me maybe?
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Senator Snipe
SVER True Blood Public Disorder.
56
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Posted - 2013.10.29 11:33:00 -
[72] - Quote
why would you guys nerf the forge gun? 90% of dust players run assault suits for gods sake yet you come out with new weapons. You get a clean shot with the scrambler file on a heavy he is going down no problem. |
Laurent Cazaderon
What The French
1963
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Posted - 2013.10.29 11:33:00 -
[73] - Quote
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. |
ChromeBreaker
SVER True Blood Public Disorder.
1429
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Posted - 2013.10.29 11:36:00 -
[74] - Quote
Spkr4theDead wrote:ChromeBreaker wrote: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 LOL You can't survive body shots from a forge gun, even MLT is 1320 damage base. And that's before any damage mods.
Militia Forge Gun Militia 1200 Forge Gun Standard 1200 Assault Forge Gun Standard 1260 Breach Forge Gun Standard 2100 9K330 Forge Gun Advanced 1320 DAU-2/A Assault Forge Gun Advanced 1386 DCMA-5 Breach Forge Gun Advanced 2310
... obviously dmg mods will tweak this
and if you have prof skills... well youve got skills so thats ok lol |
DeeJay One
Guardian Solutions DARKSTAR ARMY
108
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Posted - 2013.10.29 11:36:00 -
[75] - Quote
Kevall Longstride wrote: Would it have killed you to put the new weapons in however? lol
Judging by that threadnaut let Wolfman polish the stats first ;)
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Matticus Monk
Ordus Trismegistus
606
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Posted - 2013.10.29 11:37:00 -
[76] - Quote
Awesome changes.... not drastic; they way it should be.
Thanks, CCP! |
xxwhitedevilxx M
Maphia Clan Unit Unicorn
818
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Posted - 2013.10.29 11:43:00 -
[77] - Quote
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.
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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Laurent Cazaderon
What The French
1965
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Posted - 2013.10.29 11:45:00 -
[78] - Quote
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 |
Prius Vecht
Red and Silver Hand Amarr Empire
171
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Posted - 2013.10.29 11:48:00 -
[79] - Quote
Jade Dragonis wrote:As a forge gunner I approve of the nerf. Direct hits are always more satisfying.
+1
agree on Forge. But splash still the worst part of Dust....no handheld weapon should get more than 1m or 30% of direct damage. This is a shooter. Stop rewarding people for missing.
the scanning bonuses are a good start. scouts need more stuff like that.
+70HP for heavies is like, 2 bullets.......you're still band-aiding the problem. I saw much better suggestions that included a flat % resistance to small arms fire like it says in the description and taking away the headshot bonus. |
Obodiah Garro
Tech Guard RISE of LEGION
441
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Posted - 2013.10.29 12:08:00 -
[80] - Quote
no rifles? |
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Jack McReady
DUST University Ivy League
789
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Posted - 2013.10.29 12:10:00 -
[81] - Quote
still no bugfixes for the PLC bugs |
Eldest Dragon
0uter.Heaven Proficiency V.
188
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Posted - 2013.10.29 12:10:00 -
[82] - Quote
Wtf, that's your scout buff guys seriously, added 6 meter scan radius I would rather have my profile dampened. So heavy's get a 100hp buff, and we still cant even stand up long enough to run, that 100hp buff should have been for scouts. I'm not happy, not at all, this is a joke. Just keep it up ccp, eventually you wont see a scout on the field period, unless its an idiot trying out a shotgun, and he wont be out there long.
And one more thing even if something else is done soon, it'll be at least a whole month from now, do realize what this kind scout abuse is doing to ppl during the waiting period. To put it lightly, myself and about a 1/5 of the community or more, would like to stick both our feet up your ***. Thnx for ruining the rest of my day. *SIGH* |
Amorale Lyadstafer
Zumari Force Projection Caldari State
31
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Posted - 2013.10.29 12:11:00 -
[83] - Quote
ehm....my grocery list is longer |
Grimmiers
0uter.Heaven Proficiency V.
287
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Posted - 2013.10.29 12:17:00 -
[84] - 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.
I always wanted to know if that "dispersion" that makes missiles and railgun turrets shoot way off target 80% of the time when moving was intended.
Grimm Grimm! \
Youtube Channel
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Mordecai Sanguine
What The French
79
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Posted - 2013.10.29 12:18:00 -
[85] - Quote
Really good Patch.
But... 1200 Hp is actually what an assault have.....and assault can melt these 1200hp in 4sec MAX with his assault rifle of death. Heavy should not have more Hp but damage reduction (15-20%).
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Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
293
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Posted - 2013.10.29 12:30:00 -
[86] - Quote
Hmm, so a proto sentinel with Lvl 5 armor/shield upgrades, 1 complex extender and 4 complex plates can get 1867 EHP... rolling around in a Logi LAV and he's pretty much unkillable.
Couple this with a logi with a Core Focused Repair Tool, now healing 210 HP/sec...
Great going CCP.
And oh, repair tool buff is also a nerf to shield effectiveness. Militia repair tools should not be repping at roughly the same rate as the majority of our current Lvl 4/proto tools.
I have all equipment to proto, so I'll benefit from this, but I don't think it's balanced. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
505
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Posted - 2013.10.29 12:32:00 -
[87] - Quote
Dat heavy and more importantly commando buff! |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
224
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Posted - 2013.10.29 12:33:00 -
[88] - Quote
Should've just named it "Dust 514 1.5.2" for these small changes... |
George Moros
Area 514
146
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Posted - 2013.10.29 12:44:00 -
[89] - Quote
Spkr4theDead wrote:George Moros wrote:With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. 1320 damage before mods? Not likely.
Sentinel suit with 2 complex plates should have around 1500 EHP. This should be enough to withstand a direct hit from cheaper forge fits. |
George Moros
Area 514
146
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Posted - 2013.10.29 12:46:00 -
[90] - 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.
CCP Frame wrote:* Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. |
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