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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
CharCharOdell
1372
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Posted - 2013.10.29 16:25:00 -
[151] - Quote
How about blaster hit detection? Rail becoming runaway guns? Missiles performing hang fires? General draw distance and rendering?
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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Oxskull Duncarino
Shadow Company HQ
226
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Posted - 2013.10.29 16:36:00 -
[152] - Quote
NextDark Knight wrote: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=102299Search the forums Also, it takes two hits from splash to take out proto equipment. 21 round clip in the forge gun. Right, so the thread you directed me to doesn't mention anything about the fact that reducing forge splash radius is bad because it'd reduce the users ability to destroy equipment, but you use it to show there's more than one of ye arguing that point. Excellent stuff. You're on a roll What's next
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Cass Caul
Namtar Elite Gallente Federation
190
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Posted - 2013.10.29 16:37:00 -
[153] - Quote
The change of Scout Scan Radius is not enough.
It NEEDS to be 25 meters again |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1561
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Posted - 2013.10.29 16:40:00 -
[154] - Quote
But can I knife a guy who is a walking backwards without having to time a jump?
Check out & sub my youtube. Yay!
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JP Acuna
RoyalSquad514
25
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Posted - 2013.10.29 16:41:00 -
[155] - Quote
Nice update. Liking the scout improvement. I don't like heavies, but whatever, i just hope i won't see everyone being a heavy now. This kind of buff would have been nice along with more racial variants, i'm waiting to see a Gallente heavy!
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Ghost Kaisar
R 0 N 1 N
693
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Posted - 2013.10.29 16:41:00 -
[156] - Quote
Cass Caul wrote:The change of Scout Scan Radius is not enough.
It NEEDS to be 25 meters again
True. But I'm a minne scout. I'll take what I can get XD
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Quil Evrything
DUST University Ivy League
302
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Posted - 2013.10.29 16:42:00 -
[157] - 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.
oh... anti-material. right.
So you would be fine if they undid the splash nerf, but reduced infantry damage by 75%, then?
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JP Acuna
RoyalSquad514
25
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Posted - 2013.10.29 16:44:00 -
[158] - Quote
Cyrius Li-Moody wrote:But can I knife a guy who is a walking backwards without having to time a jump?
Good videos man, last night i stayed up late watching. |
Jaran Vilktar
The Gauldar Tactical Alliance
0
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Posted - 2013.10.29 16:51:00 -
[159] - Quote
Awesome, now people can protect Null Cannon Installations's by setting Infantry Equipment. Two questions though, when you take out the vehicle skills for modules that won't be on this release, Will we get back the SP spent on them? or Will the skills just remain dormant until they are reimplemented into the game? (Great work CCP! Now there's actually something good to look forward to on Christmas!) |
lrian Locust
DUST University Ivy League
260
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Posted - 2013.10.29 16:53:00 -
[160] - Quote
dogmanpig wrote:its 150+skill buff w/e you have. at best its 0.4 seconds longer you'll live On the bright side, many snipers will need an extra shot to take you down.
A sniper now needs up to 10 shots, 3 reloads and 19 secs to kill a fully buffed heavy, standing still. Snipers need some love! :)
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NextDark Knight
Hellstorm Inc League of Infamy
89
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Posted - 2013.10.29 16:53:00 -
[161] - Quote
Quil Evrything 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. oh... anti-material. right. So you would be fine if they undid the splash nerf, but reduced infantry damage by 75%, then?
The forge is balanced as it is, The problem is people ether don't know or won't learn how to adapt to them on the playing field. CCP can't fix stupid so it'll have to find another option.. and it's a poor one.
It'll be interesting to see if the officer variant keeps it's 3.0 splash radius. |
Villanor Aquarius
Violent Intervention Top Men.
121
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Posted - 2013.10.29 16:53:00 -
[162] - Quote
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote: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
The range enhancing skill will now give you 16m + 0.5*16m for a total of 24m passive scan when maxed out. Before you got 10m + 0.5*10m for a total of 15m passive scan maxed out. I don't know if that is quite enough buff but it is more significant than it seems at first. You can cover a 48m diameter of map now with your passive scan instead of the 30m of before which is potentially very significant.
With a single complex range mod you have 16m + 0.5*16m + 0.45*16m = 31.2m Depending on how the bonuses are applied it could be (16m * 0.5*16m) * 1.45 = 34.8 Comparison to current: First Method: 10 + 0.5*10 + 0.45*10 = 19.5m Second Method: (10 + 0.5*10) * 1.45 = 21.75m
So with a range mod you now cover a 62.4m diameter circle of map with passive scans as opposed to 39m diameter circle with current stats.
This is a very significant increase in area of map covered and while likely not overpoweringly strong, this is definitely a significant upgrade.
For more numbers the current area is: 19.5^2 * PI = 1194.6m^2 of map coverage Area covered post update: 31.2^2 * PI = 3058.15m^2 of map coverage
Basically you are able to passively scan 2.56 times the amount of area you currently do. |
Cass Caul
Namtar Elite Gallente Federation
192
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Posted - 2013.10.29 17:16:00 -
[163] - Quote
Oh, well look. Another person from Hellstom Inc not understanding a thing about balance. Who'd of guessed AE and EoN picked at that corp for their only good players and the ones left are... Well, NextDark Knight and godin Thekiller are their Forum Warriors
lrian Locust wrote:dogmanpig wrote:its 150+skill buff w/e you have. at best its 0.4 seconds longer you'll live On the bright side, many snipers will need an extra shot to take you down. A sniper now needs up to 10 shots, 3 reloads and 19 secs to kill a fully buffed heavy, standing still. Snipers need some love! :)
LMFAO an Ishukone Sniper Rifle with 3 damage modules takes 4 body shots to take out an Amarr Heavy ak.0 While the Amarr Sentinel ak.0 can take 5-6 body shots. That's from a clip of 5 bullets that take 1.2 seconds between each shot to fire. A DPS of about 275 wih 3 complex damage modules and proficiency 5. so in 6 seconds, assuming the sniper doesn't need to readjust their aim, 1650 damage can be done. But, what tower-sniping forge gunner is left up there without prototype repair hives? very few. What heavy just stands still after taking that fist shot for 330 damage 299 damage (after the -10% from shield damage reduction)? actually, quite a few.. So how about after the second shot? ok, now they're moving. Oh wait! because forge sniping can keep anyone grounded there isn't anywhere a sniper can get that has full visability of the platform the forger is on. So he steps back and lets the shields start to regenerate or steps into a repair nanohive.
Forge Sniping: totally balanced Actual Sniper Rifles: way over-powered |
Quil Evrything
DUST University Ivy League
303
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Posted - 2013.10.29 17:18:00 -
[164] - Quote
NextDark Knight wrote:Quil Evrything wrote: oh... anti-material. right.
So you would be fine if they undid the splash nerf, but reduced infantry damage by 75%, then?
The forge is balanced as it is,
yeah, thats what I thought.
you wouldnt know "balanced" if it hit you over the head with a nerf bat . which apparently it just did. So, moving on...
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Maken Tosch
DUST University Ivy League
4791
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Posted - 2013.10.29 17:19:00 -
[165] - Quote
Villanor Aquarius wrote:XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote: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 The range enhancing skill will now give you 16m + 0.5*16m for a total of 24m passive scan when maxed out. Before you got 10m + 0.5*10m for a total of 15m passive scan maxed out. I don't know if that is quite enough buff but it is more significant than it seems at first. You can cover a 48m diameter of map now with your passive scan instead of the 30m of before which is potentially very significant. With a single complex range mod you have 16m + 0.5*16m + 0.45*16m = 31.2m Depending on how the bonuses are applied it could be (16m * 0.5*16m) * 1.45 = 34.8 Comparison to current: First Method: 10 + 0.5*10 + 0.45*10 = 19.5m Second Method: (10 + 0.5*10) * 1.45 = 21.75m So with a range mod you now cover a 62.4m diameter circle of map with passive scans as opposed to 39m diameter circle with current stats. This is a very significant increase in area of map covered and while likely not overpoweringly strong, this is definitely a significant upgrade. For more numbers the current area is: 19.5^2 * PI = 1194.6m^2 of map coverage Area covered post update: 31.2^2 * PI = 3058.15m^2 of map coverage Basically you are able to passively scan 2.56 times the amount of area you currently do.
This is the current mathematical method used in New Eden.
Base: 16m Scan Radius Level 5 Gal. Scout: 16*1.5=24m Level 5 Range Amp: 24*1.5=36m 1x Enhanced Range Amp: 36*1.35=48.6m
That's a huge boost.
CCP, please fix the Nova Knives. Thank you.
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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
353
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Posted - 2013.10.29 17:25:00 -
[166] - Quote
This should also be called the love patch because the lost children of Dust are actually getting positive attention, while this will not seem special for the medium frames, this is major for me for someone who mains the scout and is practicing in militia dropships, this is like my patch |
Cass Caul
Namtar Elite Gallente Federation
192
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Posted - 2013.10.29 17:25:00 -
[167] - Quote
Villanor Aquarius wrote:XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote: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 The range enhancing skill will now give you 16m + 0.5*16m for a total of 24m passive scan when maxed out. Before you got 10m + 0.5*10m for a total of 15m passive scan maxed out. I don't know if that is quite enough buff but it is more significant than it seems at first. You can cover a 48m diameter of map now with your passive scan instead of the 30m of before which is potentially very significant. With a single complex range mod you have 16m + 0.5*16m + 0.45*16m = 31.2m Depending on how the bonuses are applied it could be (16m * 0.5*16m) * 1.45 = 34.8 Comparison to current: First Method: 10 + 0.5*10 + 0.45*10 = 19.5m Second Method: (10 + 0.5*10) * 1.45 = 21.75mSo with a range mod you now cover a 62.4m diameter circle of map with passive scans as opposed to 39m diameter circle with current stats. This is a very significant increase in area of map covered and while likely not overpoweringly strong, this is definitely a significant upgrade. For more numbers the current area is: 19.5^2 * PI = 1194.6m^2 of map coverage Area covered post update: 31.2^2 * PI = 3058.15m^2 of map coverage Basically you are able to passively scan 2.56 times the amount of area you currently do.
First off, you're right, 16 is a bigger number than 10, but you need to know that 25 was the base for scouts (AFAIK) from September to May. So I had a passive scan radius for 8 months before this ****** shitty build.
Also, just an FYI, that first ring on your tacnet radar is 30m radius...
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pseudosnipre
DUST University Ivy League
307
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Posted - 2013.10.29 17:28:00 -
[168] - Quote
This week: 22.5m passive scan radius or ~33m w/ cmod or ~45m w/ 2x cmod Next week: 36m passive scan radius or ~52m w/cmod
Considering: 1. Empirical testing proves that range mods have a stacking penalty 2. Experience shows that I die mostly by Assault Rifles at 25 to 45m 3. 30-35m seems to be the ideal wallhack distance
I basically get a free complex range mod. +1 |
pseudosnipre
DUST University Ivy League
307
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Posted - 2013.10.29 17:31:00 -
[169] - Quote
Cass Caul wrote:Villanor Aquarius wrote:XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote: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 The range enhancing skill will now give you 16m + 0.5*16m for a total of 24m passive scan when maxed out. Before you got 10m + 0.5*10m for a total of 15m passive scan maxed out. I don't know if that is quite enough buff but it is more significant than it seems at first. You can cover a 48m diameter of map now with your passive scan instead of the 30m of before which is potentially very significant. With a single complex range mod you have 16m + 0.5*16m + 0.45*16m = 31.2m Depending on how the bonuses are applied it could be (16m * 0.5*16m) * 1.45 = 34.8 Comparison to current: First Method: 10 + 0.5*10 + 0.45*10 = 19.5m Second Method: (10 + 0.5*10) * 1.45 = 21.75mSo with a range mod you now cover a 62.4m diameter circle of map with passive scans as opposed to 39m diameter circle with current stats. This is a very significant increase in area of map covered and while likely not overpoweringly strong, this is definitely a significant upgrade. For more numbers the current area is: 19.5^2 * PI = 1194.6m^2 of map coverage Area covered post update: 31.2^2 * PI = 3058.15m^2 of map coverage Basically you are able to passively scan 2.56 times the amount of area you currently do. First off, you're right, 16 is a bigger number than 10, but you need to know that 25 was the base for scouts (AFAIK) from September to May. So I had a passive scan radius for 8 months before this ****** ****** build. Also, just an FYI, that first ring on your tacnet radar is 30m radius... Ewar may become a logi specialty if they get their range buffed In 1.7...as if damped heavies werent scary enough. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
293
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Posted - 2013.10.29 17:48:00 -
[170] - Quote
These are the kind of updates the community wants to see right now. Small tweaks and lots of fixes. If you guys manage to deploy this update without any problems then I'll re-up my confidence in you all for the future.
And please remove that sickening 10% bonus to complex damage mods in 1.7!
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
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Poonmunch
Sanguis Defense Syndicate
514
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Posted - 2013.10.29 17:57:00 -
[171] - Quote
*Sigh*
Well, look on the bright side. Only just over a month until 1.7.
Munch
What if the hokey pokey really is what it's all about?
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Villanor Aquarius
Violent Intervention Top Men.
122
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Posted - 2013.10.29 18:00:00 -
[172] - Quote
Maken Tosch wrote:
This is the current mathematical method used in New Eden.
Base: 16m Scan Radius Level 5 Gal. Scout: 16*1.5=24m Level 5 Range Amp: 24*1.5=36m 1x Enhanced Range Amp: 36*1.35=48.6m
That's a huge boost.
I completely forgot to even look for scout suit bonuses. Shows how often I play scouts. Thanks for the update, that's an even more significant change than I realized. |
J'Hiera
Chatelain Rapid Response Gallente Federation
34
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Posted - 2013.10.29 18:05:00 -
[173] - Quote
Loving it. Don't play as heavy or commando, but I've killed so many in a militia suit and just an Assault Rifle, they needed this. As a newfound Logibro, I love the repair tool changes. |
Skihids
Bullet Cluster Legacy Rising
2357
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Posted - 2013.10.29 18:12:00 -
[174] - Quote
I like the buff to repair tool HP, but it's a de-buff to the Logi's WPs as this just lets us repair in fewer cycles and it's cycles rather than total HP that determines the award. That really needs to be changed from each cycle to a certain amount of HP.
The FG splash reduction looks fine, but I was expecting some shot deviation as well. It doesn't make sense that the FG is a pixel accurate sniper out to its max range. The splash reduction won't matter much if the FG keeps its perfect accuracy. |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2058
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Posted - 2013.10.29 18:16:00 -
[175] - Quote
You know what happened the last time we got an additional 150 HP?
Nothing.
That's too small of an amount to make any difference in dust whatsoever when you are incapable of dodging any incoming fire. We need a massive buff to HP, not a token buff. |
IgniteableAura
Pro Hic Immortalis
260
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Posted - 2013.10.29 18:17:00 -
[176] - Quote
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 |
NextDark Knight
Hellstorm Inc League of Infamy
89
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Posted - 2013.10.29 18:19:00 -
[177] - Quote
Quil Evrything wrote:
QQ..
You couldn't understand how the Forge Gun was already nerfed hard in 1.4 unless it was pointed out to you. |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2058
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Posted - 2013.10.29 18:22:00 -
[178] - Quote
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. |
Lonnar
KILL-EM-QUICK RISE of LEGION
64
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Posted - 2013.10.29 18:22:00 -
[179] - Quote
I'm enjoying this 1.6 update ... with cold eyes directed at CCP's Dev blog.
Although these were much needed fixes in a large majority of this new update (about time Heavies got some love), stuff had to be pushed back for it.
I swear to god CCP, those promises you made in the Dev blog better be true or else you'll have a very angry community.
On a much more positive note. I, as a LogiBro, very much like this update =D |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3384
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Posted - 2013.10.29 18:24:00 -
[180] - Quote
Was thinking 16 meters wasn't a big enough boost, but it's more than 1 free complex range amplifier that doesn't count against the stacking penalty. So if you fit your scout with just one complex range amplifier, Previously Gal Scout: 10 * 1.5 * 1.5 * 1.45 = 32.625 m Other Scouts: 10 * 1.5 * 1.45 = 21.75 m Now Gal Scout: 16 * 1.5 * 1.5 * 1.45 = 52.2 m Other Scouts: 16 * 1.5 * 1.45 = 34.8
I'm a little jealous of the Gallente scout bonus now
Also the new Heavy and Commando bonuses. With max skills, they will go from Previously Sentinel: 405/405 * 1.25 = 506.25/312.5 Commando: 250/250 * 1.25 = 312.5/312.5 Now Sentinel: 480/480 * 1.25 = 600/600 Commando: 325/325 * 1.25 = 406.25/406.25
Personally, my advanced commando is going to go from 337/424 shield/armor to 427/514 shield/armor.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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