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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Zimander
A.N.O.N.Y.M.O.U.S.
4
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Posted - 2013.10.29 23:00:00 -
[211] - Quote
OMG WoW a buff of heavy of 75hp shield and armor wow that only 2 shots from AR or SP make a better buff then that put back same spec like in beta or double the shield and armor buff or just armor |
Spkr4theDead
Red Star. EoN.
1148
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Posted - 2013.10.30 00:00:00 -
[212] - Quote
MLT forge = 1320
Look it up. |
Tom Hamp
Subsonic Synthetics
4
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Posted - 2013.10.30 01:11:00 -
[213] - Quote
Syeven Reed wrote:Loving the heavy buff!
bout time I was getting really p***ed off about the heavy getting screwed up by a militia AR in which I have operations 4 with enhanced damage mods with no proficiency and I still can kill at 5 others before getting merced myself. range from close to more than 100+ meters that's how insane it is don't believe me try it yourself. |
MEY87
Nox Aeterna Security
22
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Posted - 2013.10.30 01:21:00 -
[214] - Quote
Still would like to see something done about making the ADS for the controller faster. I do approve of the buff to the repair as a logi though. Will help with keeping teammates alive. |
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CCP Wolfman
C C P C C P Alliance
2746
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Posted - 2013.10.30 01:31:00 -
[215] - 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
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. |
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CCP Wolfman
C C P C C P Alliance
2746
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Posted - 2013.10.30 01:35:00 -
[216] - Quote
Also, after seeing some of these comments I went and did some checking and there are indeed some updates ot comms in there. We will not know how effective these have been until the build is out in the wild and the system is put under some stress. Fingers crossed! |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3542
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Posted - 2013.10.30 01:38:00 -
[217] - Quote
So want to play Heavies again but.... Gallente Heavy...
One day, my love... One day...
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
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Patrick57
GunFall Mobilization Covert Intervention
1077
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Posted - 2013.10.30 01:42:00 -
[218] - Quote
No more getting stuck on the front of Tanks \o/
:D
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TranquilBiscuit ofVaLoR
The Kaos Legion
288
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Posted - 2013.10.30 01:45:00 -
[219] - Quote
CCP Frame wrote: * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection.
this was all i needed to see. 1.6 will be a success in my book if these work out properly
How exactly does a Biscuit gain Valor?
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
296
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Posted - 2013.10.30 01:53:00 -
[220] - Quote
CCP Wolfman wrote:Also, after seeing some of these comments I went and did some checking and there are indeed some updates ot comms in there. We will not know how effective these have been until the build is out in the wild and the system is put under some stress. Fingers crossed!
Outstanding.
Ninja spam artist/logistical nightmare
Amarr victor!
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
353
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Posted - 2013.10.30 02:32:00 -
[221] - Quote
First HMG's get a nerfhammer now fg's. Christ its a good thing heavys are getting a hp buff soon we will have to use our fists to kill. |
Jadu Wen
Xer Cloud Consortium
17
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Posted - 2013.10.30 02:40:00 -
[222] - Quote
I'm not sure whether I misread, but is the refresh bug within the squad finder being addressed with the 1.6 release?
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
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Delta 749
Kestrel Reconnaissance
2278
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Posted - 2013.10.30 03:12:00 -
[223] - Quote
Way to cater to the dumb fat kids who stand out in the open getting shot Bet you guys a dollar it wont change any of their QQ once the changes go live and they still get killed
Im not drunk, the planet just happens to be especially wobbly today.
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Rynoceros
Rise Of Old Dudes
1119
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Posted - 2013.10.30 03:20:00 -
[224] - Quote
Thanks, dudes.
Looks great. Looks like a prioritized list of objectives is getting serious work effort. Can't wait to see more.
GG
Steve Guttenberg Lives!
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Leadfoot10
Molon Labe. RISE of LEGION
95
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Posted - 2013.10.30 03:28:00 -
[225] - Quote
I can't wait to see how the splash radius on forge guns affects tower/ring camping in PC.
I am also curious as to how much more fun/effective a shotgun scout will be with these changes -- it's a suit I've practically given up since official release in May. |
VikingKong iBUN
Mcalpines Fusiliers Covert Intervention
5
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Posted - 2013.10.30 03:33:00 -
[226] - Quote
dafuq no new rifles? dont make us wait so long for ****, it makes us mad and upset! been holding off spending points on ARs for the last 2 updates, and now i have to wait more?! no fair! |
KalOfTheRathi
Nec Tributis
850
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Posted - 2013.10.30 04:15:00 -
[227] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right.. You want more? Get off your lazy Merc butt and cough up enough Real World Cash to fund additional Dev Team. 1.5 vehicle changes shifted very many things, some to 1.7 and most likely some out of 1.6 to 1.8 or later.
Your project management skills are lacking. |
General John Ripper
MoIden Heath PoIice Department EoN.
11331
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Posted - 2013.10.30 04:44:00 -
[228] - Quote
bump
Level 5 Forum Warrior Prof 5
Founder of the Forum Warrior Club
King of Tacos
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The Attorney General
MoIden Heath PoIice Department EoN.
1397
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Posted - 2013.10.30 06:12:00 -
[229] - Quote
Leadfoot10 wrote:I can't wait to see how the splash radius on forge guns affects tower/ring camping in PC. .
Not much.
2.1 is still a huge radius.
Damage is unchanged, so 381 @ prof 5 with 2 x complex damage mods.
But I would rather small steps, one stat at a time to wholesale changes, good work CCP.
Mr. Hybrid Vayu.
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Rusty Shallows
Black Jackals
444
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Posted - 2013.10.30 06:32:00 -
[230] - Quote
Senator Snipe wrote:why would you guys nerf the forge gun? Not all nerfs are done because of data.
Senator Snipe wrote: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. Any attempted fix is welcomed. Even if it is only enough for a few extra AR shots.
Heck I'm tickled pink at the though of working more with Logis. On the other side I'm dreading the times being logi-less and encountering another heavy who does have one. Working as a team might actually put some weight behind the old "point defense" crap argument.
"She may not be Miss Right but she'll do right now," Thank you SR-71
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Rusty Shallows
Black Jackals
444
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Posted - 2013.10.30 06:50:00 -
[231] - Quote
Leadfoot10 wrote:I can't wait to see how the splash radius on forge guns affects tower/ring camping in PC. Zero.
Any map that allows a line-of-sight to a hack-point will always have the same result. This was an issue even back on one of the old Line Harvest maps when you could land a Dropship on a tower and use small missiles on the exposed null cannons. If I recall correctly some Dev commented about it being a known map design issue around the time of the first orbital farming when a single sniper could guarantee a hack point on the new map from ever flipping.
At this time the only things that could put a stop to hack point camping from above would be armored awnings or the removal of all splash damage.
"She may not be Miss Right but she'll do right now," Thank you SR-71
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XxGhazbaranxX
The New Age Outlaws WINMATAR.
482
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Posted - 2013.10.30 08:06:00 -
[232] - Quote
Love the heavy and repper buffs but Can I have my plasma cannon hit detection looked at. It's a weapons that is do or die and with it's horrible hit detection I'm dying more than I'm doing in some games where the guy just didn't take the damage he was supposed to take.
Plasma Cannon Advocate
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NoExsplosionsMgee
The Vanguardians
60
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Posted - 2013.10.30 09:08:00 -
[233] - Quote
Nick nugg3t wrote:DR FEB wrote:So then the new weapons will come in 1.7?
I am happy to say yes. there WILL be new weapons and new content in general with 1.7. get ready ------- |
excillon
The Exemplars Top Men.
103
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Posted - 2013.10.30 09:54:00 -
[234] - Quote
Skihids wrote:Quil Evrything wrote:NextDark Knight wrote: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. it's irrelevant "how much it was nerfed in the past". it's only relevant whether or not it is balanced NOW. It isnt. It's a ludicrously strong anti-vehicle weapon, AND a ludicrously strong anti-infantry weapon. it does more damage than a heavy turret installation. That's pretty much the definition of "not balanced", for a hand-held weapon. It's an incredibly powerful AV weapon with pixel level accuracy out to its maximum range, allowing it to snipe infantry suits at will. That's what makes it so OP. It would be fine it it had some dispersion such that you couldn't hit the belt buckle of a guy half way across the map every time.
So why not reduce the damage, but also reduce the charge time? An easier solution would probably be weaken it against tanks and dropships but leave the infantry damage alone.
No one bothers with specs into anti-armor beyond grenades because what's the point in using a Swarm when a forge gun is better. By hurting the forge gun's effectiveness against vehicles, you encourage people to spec into swarms. Easy. The MD is way more of a problem than the Forge IMHO. |
Vrain Matari
ZionTCD Public Disorder.
1160
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Posted - 2013.10.30 11:38:00 -
[235] - Quote
CCP Wolfman wrote:Also, after seeing some of these comments I went and did some checking and there are indeed some updates ot comms in there. We will not know how effective these have been until the build is out in the wild and the system is put under some stress. Fingers crossed! Ah nice. Words about comms getting attention are as sweet and welcome as......honeyed lamb. |
Kigurosaka Laaksonen
DUST University Ivy League
29
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Posted - 2013.10.30 12:24:00 -
[236] - Quote
Magnus Amadeuss wrote:Flint Beastgood III wrote:Kigurosaka Laaksonen wrote:Not seeing anything in the notes about releasing all racial variants of basic light, medium, and heavy dropsuit frames and vehicles. Was that an oversight or meaningless patching as intended? If you watch the DUST 514 presentation from EVE Vegas, pay attention to the response to the question regarding racial dropsuits. They are not coming any time soon. EDIT: lol, "patch working as intended". No that is EXACTLY the opposite of what was said in the Eve Vegas Q&A. He said either 1.7 or 1.8 "They have to be perfect."
Aeon Amadi wrote:So want to play Heavies again but.... Gallente Heavy... One day, my love... One day...
@Magnus, I will watch the Eve Vegas presentation first chance I get. Thanks for the great link. I want to talk about this 'perfect' bit, though. (I assume it's a CCP quote from the video I can't watch right now. Correct me if I'm wrong, please.)
@Aeon, Do you want 1) a perfect Gal Heavy, or do you want 2) a Gal Heavy that might need some tweaks as the player base gets their hands on it and sees how it interacts with the game as a whole?
Do you want 1) balance passes made without a Gal Heavy in game because they're not perfect yet, and consequently have things balanced without a Gal Heavy as part of the picture? Or do you want 2) Gal Heavies ASAP so that players can use them, interact with the rest of the game, and give feedback as to how the suit should best fill the idea of a Gal Heavy? (Hint: No. 2 is right in both cases.)
Look, folks, let's not kid ourselves here. This thread is about me, and I'm about having a game that has a complete foundation to build on that will result in a game that's complete, enjoyable, meaningful, and long lasting.
Demand that CCP prioritizes Basic Content. We need all racial variants of basic light, medium, and heavy dropsuit frames and vehicles ASAP. |
Sephirian Fair
0uter.Heaven Proficiency V.
117
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Posted - 2013.10.30 12:50:00 -
[237] - Quote
CCP Wolfman wrote:Also, after seeing some of these comments I went and did some checking and there are indeed some updates ot comms in there. We will not know how effective these have been until the build is out in the wild and the system is put under some stress. Fingers crossed!
Thanks for checking on that, Wolfman. At least you have our backs, lol. Hopefully the Comms bug will be corrected this build. I just wished there was more communication on a very critical bug before this point. Comms are incredibly important to me and for the two weeks I was unable to talk to my friends/corp mates, I had zero interest in playing Dust. The character log out and back in was the saving grace for me, and without that, I wouldn't have played at all in 1.5.
I hope that you guys will communicate more on such an important bug in the future. Having to go this whole month with
CCP Logibro wrote:Which channel/channels have you tried so far?
And nothing else is extremely frustrating. Compound that with it being left out in the patch notes, and you're left feeling very ignored and frankly, close to giving up altogether. This isn't one of those things that should be ignored like it was. |
Kazeno Rannaa
BIG BAD W0LVES
302
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Posted - 2013.10.30 13:56:00 -
[238] - Quote
Just putting out the suggestions there, that is tweaks are to be implemented about the scanning of the suits, then why with an acoustic radar are we still dependent upon line of sight??
An why is the radarGÇÖs range so limited? 18 meters (it is only 55-57ft) should be the base scan radius for a medium suit with the scouts placed out to 26m (that would induce the use of scouts for scouting) the heavies buffed to 15m and the logis, since they are supposed to be filled with all kinds of instruments, range of 22m.
And it should be based off of sound, i.e., if you run, more sound = pinging the acoustic radar. Fire your weapon, ping the radar again. Drive a vehicle = ULTRA ping, because those things should be loud as all hell. Needless to say the visual trigger for an acoustic radar I still find very disturbing. How about a fix there??? I mean since fixes are being thrown around.
I do like some of the fixes, as they are being presented, but as we all well know what is said versus what we get is two different realities. |
Shotty GoBang
Pro Hic Immortalis
1849
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Posted - 2013.10.30 14:40:00 -
[239] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: * Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection.
Thanks for the Scoutly Scan Buff, CCP & CPM!
Very excited about the upcoming improvements to SGs and NKs. Many of us are curious as to what "specific improvement" means exactly ...
Was an elusive sparkly-blue-flare bug isolated and fixed? |
Artificer Ghost
Bojo's School of the Trades
1152
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Posted - 2013.10.30 16:02:00 -
[240] - Quote
I'd like to direct everyone to the Dev Post where he says "1.7 is the biggest update since launch".
We know it's not bigger than Uprising (Or it may be, but unlikely), but it will still have content. Vehicle fixes, new vehicle modules, most likely new rifles, considering they already have the stats for them, and all that fun stuff. And, probably, some stuff will be expanded upon and improved from this update. Including, but not limited to, graphical fixes, hit detection, heavy buffs, etc.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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