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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 14:43:00 -
[121] - Quote
Alldin Kan 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. You forgot to add the 17 HP/s shield regen for Commando...
Are you being for real Alldin This would make me so happy. The really big issue with the commando is the shield regen., and having it at 17 with the HP buff would go a long way to make it viable.
Excellent buff as it is to heavies My HMG can last that bit longer. And the forge gun splash change is great. Nearly all my infantry kills using it are from direct hits so splash changes are good for getting rid of the part timer AP forge gunners.
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AfroSunshineY Consequence
TransLegio
121
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Posted - 2013.10.29 14:44:00 -
[122] - Quote
To anyone calling this a "buff" to scouts - you're sadly mistaken. If this is what CCP was referring to when they said they were going to give scouts some "hugs" a few months ago, then I quit. Call it QQ, but we've waited MONTHS for a 6m increase in base scan radius? IS THAT IT? All these months keeping us on a string for this? Is this it? Because if it is, this has been a waste of mine and your time. Even with the range skills maxxed out, I would need a gallente scout with 4 low slots filled with range amplifiers in order to pick up @$$holes with their ARs spraying from over 60m away. And to make it worse we're getting an even longer range AR? GG CCP. I hate forum rage, but it is unthinkable that people would call this a "buff" when juxtaposed withan almost 20% increase in Heavy HP. So on NOvember 5th, every heavy will notice he lives longer, but what will scouts notice that appreciably changes gameplay? |
Rinzler XVII
Forsaken Immortals Top Men.
250
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Posted - 2013.10.29 14:45:00 -
[123] - 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.
The bug fixes and polish seem to address all the issues we have had over the past couple of months so that's a good thing
The general tweaks are fine
Overall it's the patch CCP said it would be so no issues here
You see CCP when you dont make fanciful promises and fail to follow through with them then your player base wont complain or be disappointed
You just have to deliver with content in 1.7
I Fight for the User
It's a shame that my user sucks at DUST
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pyramidhead 420
Carbon 7 CRONOS.
129
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Posted - 2013.10.29 14:45:00 -
[124] - Quote
Jack McReady wrote:still no bugfixes for the PLC bugs plc is lumped in the vehicle rework. im sure we will be hearing about it next month |
pyramidhead 420
Carbon 7 CRONOS.
129
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Posted - 2013.10.29 14:47:00 -
[125] - Quote
do any of those fixes apply to the freezing in various menu screens? |
Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 14:48:00 -
[126] - Quote
Bright Cloud wrote:Heavy and rep tool buff are nice but whats with the militia heavy? Is that suit getting some love or will it be totally useless against a lvl1 heavy suit? Im asking this cause at the moment the suit has 405HP shields and 304 HP armor. With the introduction of the added HP to sentinels and basic frame heavys im a bit worried that the militia variant is going to be 100% useless. And ive looked at the HP amount when you have shield+armor maxed out you get 1200HP out of the suit while we have at the moment only 1012HP. So the buff with the skills are exactly 188HP. And you still can put armor plates on it to get more HP. The militia heavy is grand as it is. It allows everyone to use a forgegun if they wish, without having a massive HP free suit. If you want to use a HMG and go into the front line then you're going to be spending alot of SP just to unlock the basic HMG and spendings ~13k more to unlock the basic heavy suit is nothing. |
Quil Evrything
DUST University Ivy League
299
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Posted - 2013.10.29 14:51:00 -
[127] - Quote
AfroSunshineY Consequence wrote:To anyone calling this a "buff" to scouts - you're sadly mistaken. If this is what CCP was referring to when they said they were going to give scouts some "hugs" a few months ago, then I quit. Call it QQ, but we've waited MONTHS for a 6m increase in base scan radius? IS THAT IT?
in fairness, this makes hacking something a fair bit safer. Now, even with minimal range skills, you will have noticably more warning to "get out of dodge" when someone tries to stop you hacking. (since most things these days have some kind of cover, so they usually dont have a direct shot on you.)
My gallente, with suit 3, range 3, will have a base of 27m without modules, I think. An increase of 10 meters! Now that's *nice*. |
RydogV
Shadow Company HQ
536
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Posted - 2013.10.29 15:05:00 -
[128] - Quote
dogmanpig wrote:Banning Hammer wrote:dogmanpig wrote:Banning Hammer wrote:Ohhh, this..... this.... i love you......this patch is worth it just because the Commando suit..THANK YOU keep dreaming... This will boost my HP to about 800+... and maybe even free the high slot for a Damage Module. The Commando needed this buff so badly, it may even be useful now. its 150+skill buff w/e you have. at best its 0.4 seconds longer you'll live
This comment makes me chuckle, especially since so much of the 'Assault' Logi OP argument revolves around this exact same thing...about 150 HP extra defense. I guess it is all about perspective. |
Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 15:10:00 -
[129] - Quote
Lol, same as Especially since that 150 HP changes to over 180 HP with L5 shield and armour upgrades. Really got to laugh at people turning up their nose at that kind of buff.
I'm hoping Alldin isn't joking about the Commando shield regen gen change. If it's true then I may start rocking them again. |
Jake Bloodworth
Molon Labe. RISE of LEGION
212
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Posted - 2013.10.29 15:15:00 -
[130] - Quote
I like the look of these changes. I'm surprised the FG wasn't nerfed more to be honest as much as people cry about it. It's nice to see some quality of life changes for scouts and heavies. Now, if only we could get a bit of content worth spending our SP on. |
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RydogV
Shadow Company HQ
537
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Posted - 2013.10.29 15:16:00 -
[131] - 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.
Yeah what is the deal here? It usually happens the first time I repair someone in a match. It happens other moments too but I always assume it is because the cooldown is still active. Hmmmmm.....
Would LOVE, LOVE, LOVE to get some word on what CCP plans to do about Logi's being able to see friendly player health bars again. Since the changes, trying to do repair triage has become excessively frustrating and more importantly pretty dangerous as you run around like an idiot trying to assess who needs help.
It's a friggin' cluster !@#$. |
Maximus Stryker
Villore Sec Ops Gallente Federation
664
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Posted - 2013.10.29 15:17:00 -
[132] - Quote
good stuff, thanks!
We Have Signatures Now...!!!
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Chad Michael Murray
NECROM0NGERS
117
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Posted - 2013.10.29 15:21:00 -
[133] - Quote
A buff to heavies? CCP are drunk. |
Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 15:24:00 -
[134] - Quote
Chad Michael Murray wrote:A buff to heavies? CCP are drunk. Haha, don't worry, when they sober up they'll realise their mistake that it was logi and assault suits that were suppose to get the love, and roll back the changes. |
CHIPMINT BUTTERCUP
102
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Posted - 2013.10.29 15:31:00 -
[135] - Quote
GÖ¬ GÖ½ The wheels on the nerf/buff bus go round and round, round and round. GÖ¬ GÖ½
GÖ½ GÖ¬ The wheels on the nerf/buff bus go round and round, round and round all the live long years. GÖ½ GÖ¬
DUST514 Love The Dream Hate The Product
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Monty Mole Clone
Shiv M
76
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Posted - 2013.10.29 15:32:00 -
[136] - Quote
is the scram rifle ever going to get fixed? since i got amarr assault lvl 5 im getting killed by the stupid charge bug allot more since i can get to the bottom of the clip more often |
Jacques Cayton II
CALDARI SPECIAL FORCES -the specials
54
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Posted - 2013.10.29 15:36:00 -
[137] - 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. I can..... |
NextDark Knight
Hellstorm Inc League of Infamy
88
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Posted - 2013.10.29 15:42:00 -
[138] - Quote
How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill. |
CHIPMINT BUTTERCUP
103
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Posted - 2013.10.29 15:51:00 -
[139] - Quote
NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill.
FG QQ Thread this way GP¦
DUST514 Love The Dream Hate The Product
(>GÇ+Gùá)G£î
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Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 15:51:00 -
[140] - Quote
NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill. Lol, yep, hitting the immobile equipment is really tough without splash Your troll makes me laugh. For some reason it reminds me of this Bruce Lee clip http://www.youtube.com/watch?v=xR-Lh1LzLPw
Edit: I hope ya are actually trolling, because otherwise........yeh, just give up using forgeguns |
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Takahiro Kashuken
Red Star. EoN.
1554
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Posted - 2013.10.29 15:52:00 -
[141] - Quote
NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill.
How about aim? |
NextDark Knight
Hellstorm Inc League of Infamy
88
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Posted - 2013.10.29 16:00:00 -
[142] - Quote
Oxskull Duncarino wrote:NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill. Lol, yep, hitting the immobile equipment is really tough without splash Your troll makes me laugh. For some reason it reminds me of this Bruce Lee clip http://www.youtube.com/watch?v=xR-Lh1LzLPw
I'm skilled exclusively into forge gunning and been in since closed beta,
It's not a troll, The reduction is to much. Most of the time you are not aiming at one equipment. If they allowed the splash to kill glitched equipment I might be OK with the trade off. Sometimes people take cover behind a wall or box you need the splash to kill them or remove the REP hives they are using while your assaults are pushing them.
My favorite matches are when 3 or 4 enemy gunners are up high and in a optimal position. I can take them down with direct fire no problems while tanking there splash damage on incoming enemy Proto Assault Forge. You remove the splash and they will be useless as hell on the rings or in high places. I'll wipe the floor with them because it's not to hard to understand what a forge gunner is thinking and is really easy to counter them.
Again, This is a bad nerf just wait and see. |
Michael Epic
The Neutral Zone
112
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Posted - 2013.10.29 16:01:00 -
[143] - Quote
Thank you for addressing all of these problems...especially sliding equipment and stuck in front of an HAV glitch.
I appreciate your dedication to making Dust 514 the very best it can be. |
Lynn Beck
Granite Mercenary Division
185
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Posted - 2013.10.29 16:11:00 -
[144] - Quote
Loving this new EP guy. Before we spent 50% of the patch on buff/nerf. Now we're pretty solid i believe My commando will have 405 hp with core skills.
CCP wants me to specialize? But there's so many weapons!
'Unwise SP spending mode activated'
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Rogatien Merc
Red Star. EoN.
1561
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Posted - 2013.10.29 16:11:00 -
[145] - Quote
Laurent Cazaderon wrote: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. We appreciate this. I think the buff to heavy HP makes a lot more sense and is a more elegant fundamental change than something like a nerf to damage mods and increases their survivability relative to med frames.
"Victory is reserved for those who are willing to pay it's price."
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Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 16:13:00 -
[146] - Quote
NextDark Knight wrote:Oxskull Duncarino wrote:NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill. Lol, yep, hitting the immobile equipment is really tough without splash Your troll makes me laugh. For some reason it reminds me of this Bruce Lee clip http://www.youtube.com/watch?v=xR-Lh1LzLPw I'm skilled exclusively into forge gunning and been in since closed beta, It's not a troll, The reduction is to much. Most of the time you are not aiming at one equipment. If they allowed the splash to kill glitched equipment I might be OK with the trade off. Sometimes people take cover behind a wall or box you need the splash to kill them or remove the REP hives they are using while your assaults are pushing them. My favorite matches are when 3 or 4 enemy gunners are up high and in a optimal position. I can take them down with direct fire no problems while tanking there splash damage on incoming enemy Proto Assault Forge. You remove the splash and they will be useless as hell on the rings or in high places. I'll wipe the floor with them because it's not to hard to understand what a forge gunner is thinking and is really easy to counter them. Again, This is a bad nerf just wait and see. Ah bud, you have me laughing again. You're the first person to try to argue against the forgegun splash radius nuff by claiming it reduces your ability to destroy equipment from high vantage points. Brilliant
And just to be clear, I've been a pure HMG and forgegun user since last Christmas, and it's only recently that I've got into other stuff since I'm up over 23mil SP. This splash nurf is one of the best balance nurfs I've experienced from CCP in the year+ I've been playing Dust.
Edit: Just to add to the above, I'd actually be in favour of more or less removing splash damage from forgeguns. Without it they are very effective AV, and for those that practise a bit, would be very good for AP. |
NextDark Knight
Hellstorm Inc League of Infamy
88
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Posted - 2013.10.29 16:16:00 -
[147] - Quote
Oxskull Duncarino wrote:NextDark Knight wrote:Oxskull Duncarino wrote:NextDark Knight wrote:How the hell am I suppose to clear out uplinks and equipment with the Forge gun with that blast radius reduction. Are we getting another variant?
It's a Anti-material weapon the reduction is overkill. Lol, yep, hitting the immobile equipment is really tough without splash Your troll makes me laugh. For some reason it reminds me of this Bruce Lee clip http://www.youtube.com/watch?v=xR-Lh1LzLPw I'm skilled exclusively into forge gunning and been in since closed beta, It's not a troll, The reduction is to much. Most of the time you are not aiming at one equipment. If they allowed the splash to kill glitched equipment I might be OK with the trade off. Sometimes people take cover behind a wall or box you need the splash to kill them or remove the REP hives they are using while your assaults are pushing them. My favorite matches are when 3 or 4 enemy gunners are up high and in a optimal position. I can take them down with direct fire no problems while tanking there splash damage on incoming enemy Proto Assault Forge. You remove the splash and they will be useless as hell on the rings or in high places. I'll wipe the floor with them because it's not to hard to understand what a forge gunner is thinking and is really easy to counter them. Again, This is a bad nerf just wait and see. Ah bud, you have me laughing again. You're the first person to try to argue against the forgegun splash radius nuff by claiming it reduces your ability to destroy equipment from high vantage points. Brilliant And just to be clear, I've been a pure HMG and forgegun user since last Christmas, and it's only recently that I've got into other stuff since I'm up over 23mil SP. This splash nurf is one of the best balance nurfs I've experienced from CCP in the year+ I've been playing Dust.
Not the first
https://forums.dust514.com/default.aspx?g=posts&t=102299
Search the forums |
Maken Tosch
DUST University Ivy League
4789
|
Posted - 2013.10.29 16:16:00 -
[148] - Quote
Quote: * Specific improvements made to Nova Knife hit detection.
Which improvements specifically? I'm interested.
CCP, please fix the Nova Knives. Thank you.
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Nirwanda Vaughns
Molon Labe. RISE of LEGION
157
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Posted - 2013.10.29 16:21:00 -
[149] - Quote
Great to see a bit of commando lovin in there and the sentinel hp is gonna be crazy!! |
Maken Tosch
DUST University Ivy League
4789
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Posted - 2013.10.29 16:24:00 -
[150] - Quote
I'm liking the passive scan radius buff for scout suits. I have an alt that it training up on this kind of stuff and it's looking promising.
Base: 16m Gallente Scout Dropsuit Operation Level 5 (+10%) = 24m Range Amplification Level 5 (+10%) = 36m
Assuming you fit even just a single Enhanced Range Amplifier (+35%), you then get up to 48.6m with passive scan range.That's actually pretty decent distance. I'm liking this change. Even without the module, 36m is a pretty big area to cover and allows me to see through a couple of walls.
CCP, please fix the Nova Knives. Thank you.
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