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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Vrain Matari
ZionTCD Public Disorder.
1161
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Posted - 2013.10.30 17:11:00 -
[241] - Quote
Kazeno Rannaa wrote: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. It's something other than acoustic, and also not radio-wave based. Some future-magic detection field is the best wat to think about it. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
1
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Posted - 2013.10.30 17:19:00 -
[242] - Quote
CCP Wolfman wrote: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.
Ok for that, but still have two other problems...
1 - On one of the dropship models, if you are in the gunner's position (on both sides) if you are pointed forward there is a small part of the dropship's own frame that juts out into the path of the turret's arc. When they "collide" it pushes the turret's aim point back to up and straight forward ruining any chance the gunner has to shoot at anything straight ahead and below whichis usually the direction of the enemy. *doh*
1 - On all HAV's, the top turret has NEVER been coaxial with the main turret that it is mounted upon. This effect causes the fire from the top gunner to be interfered with by any movement or rotation of the main turret by the HAV pilot. Since the ability for the HAV pilot is tied to moving that damned turret like 90% of the time to be able to maintain situational awareness, then the top turret ends up never fireing straight ever. *double-doh*
Any chance these things will be fixed? |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
1
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Posted - 2013.10.30 17:23:00 -
[243] - 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!
So opening the chat windows will not cancel the PTT (push to talk) anymore? Or how about opening the neocom also not cancelling the push to talk option? Maybe adding in a VOX (voice activated x-mit) option so PTT is not as needed? Why is it that you deem it necessary for PTT to be cancelled when dead? If I just leave the PTT mode off and leave it in hot mic mode all the time it negates any "realism" you are trying to acheive with stopping PTT people from talking when dead.
Also PTT gets stuck on whenever you are pushing it and a loading screen occurs.
Are any of these things going to be fixed?
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doom UCHIHA
Dropsuit Destroyers
3
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Posted - 2013.10.30 18:33:00 -
[244] - Quote
is there going to be a respec anytime soon |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
138
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Posted - 2013.10.30 18:50:00 -
[245] - Quote
doom UCHIHA wrote:is there going to be a respec anytime soon
There is no concrete information on that, but I will of course theorycraft now.
Part of the reason why CCP has pushed back all of these changes (weapons, dropsuits, vehicles) for months is that they are all going to be part of a new expansion that releases in december accompanied by a final respec. If CCP can have it thier way, the december expansion will include all racial dropsuits and all basic racial vehicles.
/end theorycrafting |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
1
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Posted - 2013.10.30 18:54:00 -
[246] - Quote
doom UCHIHA wrote:is there going to be a respec anytime soon
SoonGäó is a very relative term. ;)
In this case though I would think that by the time they roll out the major changes for tanks in version 1.7 that they would either have it included or have told us when it would happen. From what I could tell of the EVE Vegas stuffs, the devs there sounded like they were going to be doing one for sure (I could be wrong).
On another note, since people are "whining" so much about respec's all the time, why not start a thread asking the devs the following:
1 - Can we have respecs in exchange for Aurum (ie real money)? 2 - If we do respecs for Aurum, how much should they cost? 3 - If respecs for Aurum are allowed, should free respecs never be possible again? 4 - if respecs for Aurum happen, how often should they be allowed?
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
295
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Posted - 2013.10.30 19:42:00 -
[247] - 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!
Please list the updates to comms on the patch notes.
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
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TEXA5 HiTM4N
Rogue Spades EoN.
258
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Posted - 2013.10.30 21:28:00 -
[248] - Quote
"* Several graphical fixes regarding SSAO and Shadows."
aww snap, got them next gen shadows.
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keira hime
immoral planet kaisers
1
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Posted - 2013.10.30 22:49:00 -
[249] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogLocalized 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 so does that mean that when i hit someone with a tank shell dead on they'll actually take damage now instead of being impervious to direct hits as well as splash damage?
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D0LPH ZIGGLER
The New Age Outlaws WINMATAR.
1
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Posted - 2013.10.31 01:44:00 -
[250] - Quote
I can't wait for the Minmatar Heavy suit. Gonna feel like a total bad arse. |
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OZAROW
WarRavens League of Infamy
1011
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Posted - 2013.10.31 04:12:00 -
[251] - Quote
Damn! I loved shotgunning a dude crouching in the back of the head an he instantly drops his gun an turns into a statue!
=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ=ƒöÑ SUPER FORUM SAIYAN 3 KaaaamEeeHHAAAAMmmMAHHHAAAAAHH! |
Delta 749
Kestrel Reconnaissance
2279
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Posted - 2013.10.31 05:51:00 -
[252] - Quote
doom UCHIHA wrote:is there going to be a respec anytime soon
Im almost positive there will be a partial refund for vehicle skills since they are getting changed around so much, as for infantry stuff who knows but I doubt it
Im not drunk, the planet just happens to be especially wobbly today.
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Maken Tosch
DUST University Ivy League
4827
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Posted - 2013.10.31 06:24:00 -
[253] - Quote
Quote: * Specific improvements made to Nova Knife hit detection.
What specific improvement? I know of only three kinds of hit detection issues.
1. Striking a moving target while sprinting. 2. Striking a stationary target. 3. The attack arc of the knives.
Which are you referring to?
CCP, please fix the Nova Knives. Thank you.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
297
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Posted - 2013.10.31 11:40:00 -
[254] - Quote
Jadd Hatchen wrote:doom UCHIHA wrote:is there going to be a respec anytime soon SoonGäó is a very relative term. ;) In this case though I would think that by the time they roll out the major changes for tanks in version 1.7 that they would either have it included or have told us when it would happen. From what I could tell of the EVE Vegas stuffs, the devs there sounded like they were going to be doing one for sure (I could be wrong). On another note, since people are "whining" so much about respec's all the time, why not start a thread asking the devs the following: 1 - Can we have respecs in exchange for Aurum (ie real money)? 2 - If we do respecs for Aurum, how much should they cost? 3 - If respecs for Aurum are allowed, should free respecs never be possible again? 4 - if respecs for Aurum happen, how often should they be allowed?
No... Just no. Please don't.
Ninja spam artist/logistical nightmare
Amarr victor!
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Scheherazade VII
expert intervention Caldari State
17
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Posted - 2013.10.31 12:10:00 -
[255] - Quote
To anybody who pays notice to the small details, those bug fixes are very welcome indeed.
Gùä-é -Å ++-é -ªG -Å+¢a++Gû¦
GêÜGëêMy Youtube ChannelGëêGêÜ
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Levithunder
Butt Hurt Try Hards
124
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Posted - 2013.10.31 12:31:00 -
[256] - Quote
Good prep for the d-day update (1.7) we need the bug fixes, thank you.
(-í° -£-û -í°) Nerf Me If You Dare.
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Scheherazade VII
expert intervention Caldari State
17
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Posted - 2013.10.31 13:50:00 -
[257] - Quote
so.......... respec in 2.0 or when?
GêÜGëêCLICK FOR FREE AURGëêGêÜ
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WASTED MERC
The Southern Legion The Umbra Combine
33
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Posted - 2013.10.31 15:53:00 -
[258] - Quote
CCP Frame wrote: 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.
How about fixing the crappy rep tool trigger?
Scheherazade VII wrote:To anybody who pays notice to the small details, those bug fixes are very welcome indeed. How can you see the trees through the forest? There are numerous major iritating issues that fixes to crappy stupid minor issues mean nothing |
Maken Tosch
DUST University Ivy League
4835
|
Posted - 2013.10.31 16:28:00 -
[259] - Quote
WASTED MERC wrote:CCP Frame wrote: 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. How about fixing the crappy rep tool trigger? Scheherazade VII wrote:To anybody who pays notice to the small details, those bug fixes are very welcome indeed. How can you see the trees through the forest? There are numerous major iritating issues that fixes to crappy stupid minor issues mean nothing
Those "crappy stupid minor issues" are crappy and stupid, but they are far from being minor.
Scouts have been needing some love a very long time and so far at least we're getting something. Heavies were needing much greater love for much longer and now they got a HP buff. The hit detection issues regarding shotguns and nova knives have been long overdue and the stabilization for the dropships were much needed for newbie pilots.
The repping tools were needing some buff as well because the current system doesn't seem to make them useful. Then there is the fix to vehicle turrets as everyone was complaining about them early on. Hopefully it should resolve the issue on why rockets keep firing off-center on a moving tank.
Yeah, these issues are far from minor.
CCP, please fix the Nova Knives. Thank you.
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DaNizzle4shizle
THE GOD'Z THEMSELVES The Scourge.
25
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Posted - 2013.10.31 16:38:00 -
[260] - Quote
FINALLY!!!!!!!!!!!!!!!!!! NO MORE SQUAD FREEZE AND SHOW INFO FREEZE? what about hard freeze and internal error? overall: good patch. i think they are just fixing and setting up for THE BIG ONE. aka UPRISING 1.7. |
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Maken Tosch
DUST University Ivy League
4835
|
Posted - 2013.10.31 16:54:00 -
[261] - Quote
DaNizzle4shizle wrote:i think they are just fixing and setting up for THE BIG ONE. aka UPRISING 1.7.
According to the recent Dev Blog, 1.7 will certainly be the big one. New weapons, revamped vehicles, revamped weapons, new equipment items (please be the cloak), etc.
CCP, please fix the Nova Knives. Thank you.
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DaNizzle4shizle
THE GOD'Z THEMSELVES The Scourge.
25
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Posted - 2013.10.31 16:58:00 -
[262] - Quote
Maken Tosch wrote:DaNizzle4shizle wrote:i think they are just fixing and setting up for THE BIG ONE. aka UPRISING 1.7. According to the recent Dev Blog, 1.7 will certainly be the big one. New weapons, revamped vehicles, revamped weapons, new equipment items (please be the cloak), etc.
yes. everything you say.
also allow dust ceo's to be able to apply to alliances without having to have an eve player for that. its a huge risk. |
John Tridre
Crimson Wolves Sanctuary
3
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Posted - 2013.10.31 17:15:00 -
[263] - Quote
The Forge still has it's biggest weakness, a max range of 350-400 meters (I don't have the range of every weapon with me). Meanwhile I agree that the Scouts needed a much bigger buff than this. I mean when you can kill them with one splash damage shot from an advanced MD then there's something wrong. (and when I say there is something wrong I don't mean with the MD) I am glad that they are working on turrets attacking the vehicle that they are mounted on. The heavy health change should influence more people into using heavys (not me though waiting for heavy Gallente) as for the repair tools I might just prototype those now. I think that pretty much covers my review of this latest patch/update, I will be back December for another review. |
GENERAL FCF
Sentinels of New Eden
0
|
Posted - 2013.10.31 22:37:00 -
[264] - Quote
I love the HP heavy armor update, it really helps with those OP Duvolls, Deems, and militia assault rifles. Please increase the Heavy machine gun damage by 2 for advanced and 4 for prototype! I have level 5 proficiency and complex heavy damage modules and the heavy machine guns ARE too NERFED! A basic militia assault rifle can hack anyone down to size with little to no upgrades! There's no reason to use prototype at all when the militia weapons are Soo powerful! If your honest with yourselves you would agree that militia weapons are OP. Now when you fully upgrade Assault Rifle proficiency and use prototype weaponry it becomes UNBEARABLE. 1,000+ damage in 2 sec! Come on! If they're going to be that powerful far away at 75 meters then give the heavy machine guns 75 range or decrease wind up time and increase the base damage! Heavy machine guns are a joke right now:/ They are 'HEAVY MACHINE GUNS', its basically a VEHICLE weapon being wielded by a soldier. It's supposition to be powerful! Heavy machine guns are mainly effective up to 30meters, 40 meters is a joke. And when will we see Gallente Heavy dropsuits?! Please Fix the aforementioned things of the weapons. Right now its only smart to be a heavy and run around with a stock militia gun with level 3 sharpshooter. That's the only way you can feel powerful, like your actually doing something.Its a sad time when the fully upgraded Heavy machine gun IS weaker than the UN upgraded militia rifle. |
Delta 749
Kestrel Reconnaissance
2281
|
Posted - 2013.10.31 23:07:00 -
[265] - Quote
GENERAL FCF wrote:I love the HP heavy armor update, it really helps with those OP Duvolls, Dren's, and militia assault rifles. Please increase the Heavy machine gun damage by 2 for advanced and 4 for prototype! I have level 5 proficiency and complex heavy damage modules and the heavy machine guns ARE too NERFED! A basic militia assault rifle can hack anyone down to size with little to no upgrades! There's no reason to use prototype at all when the militia weapons are Soo powerful! If your honest with yourselves you would agree that militia weapons are OP. Now when you fully upgrade Assault Rifle proficiency and use prototype weaponry it becomes UNBEARABLE. 1,000+ damage in 2 sec! Come on! If they're going to be that powerful far away at 75 meters then give the heavy machine guns 75 range or decrease wind up time and increase the base damage! Heavy machine guns are a joke right now:/ They are 'HEAVY MACHINE GUNS', its basically a VEHICLE weapon being wielded by a soldier. It's suppost to be powerful! Heavy machine guns are mainly effective up to 30meters, 40 meters is a joke. And when will we see Gallente Heavy dropsuits?! Please Fix the aforementioned things of the weapons. Right now its only smart to be a heavy and run around with a stock militia gun with level 3 sharpshooter. That's the only way you can feel powerful, like your actually doing something.Its a sad time when the fully upgraded Heavy machine gun IS weaker than the UN upgraded militia rifle.
I can see why you have zero likes if you are seriously complaining that militia gear is OP and your post implies you are getting killed at almost twice the range of the ARs optimal and well within the range where fall off makes its shots marshmallows
Im not drunk, the planet just happens to be especially wobbly today.
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3779
|
Posted - 2013.11.01 02:51:00 -
[266] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogLocalized 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. Was the issue with thruster animations and the hardener animations treating the thrust effects and light beams from Dropships as part of the asset geometry fixed?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Rorian Gray
HavoK Core RISE of LEGION
73
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Posted - 2013.11.01 05:21:00 -
[267] - Quote
While I like the changes, I'd trade it all away in exchange for a fix to the voicecomms that got bugged with 1.5. I've always been happy with how quick new bugs were worked out on the EVE side. We woulda had a 1.5.1 a day or two after 1.5, fixing the voice (no bubble/can't mute) issue if it were EVE-side I'd think. If CCP could implement the same quality control here, it'd go a long way towards making this feel less like it's still in extended beta.
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GENERAL FCF
Sentinels of New Eden
0
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Posted - 2013.11.01 08:14:00 -
[268] - Quote
Delta 749 wrote:GENERAL FCF wrote:I love the HP heavy armor update, it really helps with those OP Duvolls, Dren's, and militia assault rifles. Please increase the Heavy machine gun damage by 2 for advanced and 4 for prototype! I have level 5 proficiency and complex heavy damage modules and the heavy machine guns ARE too NERFED! A basic militia assault rifle can hack anyone down to size with little to no upgrades! There's no reason to use prototype at all when the militia weapons are Soo powerful! If your honest with yourselves you would agree that militia weapons are OP. Now when you fully upgrade Assault Rifle proficiency and use prototype weaponry it becomes UNBEARABLE. 1,000+ damage in 2 sec! Come on! If they're going to be that powerful far away at 75 meters then give the heavy machine guns 75 range or decrease wind up time and increase the base damage! Heavy machine guns are a joke right now:/ They are 'HEAVY MACHINE GUNS', its basically a VEHICLE weapon being wielded by a soldier. It's suppost to be powerful! Heavy machine guns are mainly effective up to 30meters, 40 meters is a joke. And when will we see Gallente Heavy dropsuits?! Please Fix the aforementioned things of the weapons. Right now its only smart to be a heavy and run around with a stock militia gun with level 3 sharpshooter. That's the only way you can feel powerful, like your actually doing something.Its a sad time when the fully upgraded Heavy machine gun IS weaker than the UN upgraded militia rifle. I can see why you have zero likes if you are seriously complaining that militia gear is OP and your post implies you are getting killed at almost twice the range of the ARs optimal and well within the range where fall off makes its shots marshmallows I'm curious do you even use heavy machine guns as your main loadout? I doubt it. Do you have them fully upgraded? It's possible but I doubt that too. Why? You ask. Well if you use the heavy machine gun religiously, you'd realize that its no match against assault rifles or scrambler rifles. I USED to use em all the time because its fun to shoot but not fun to fight with. You probably run GEK 38 and that's fine with me. Heck, even running militia weapons is fine with me! My main point is: heavy machine guns ARE WAYY TOO NERFED. And the range of the rfs is not "marshmallows" at that range. That's just silly talk. Fully upgrade the range on your sharpshooter skills and you'll find you can shoot and kill a prototype heavy machine gunner without taking 25% damage to your shields from 75meters. Try it. |
Johnny Guilt
Algintal Core Gallente Federation
316
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Posted - 2013.11.01 08:42:00 -
[269] - Quote
If reptools are getting buffed will the core focus reptool get 200/s repair rate?looks like a good reptool soly for heavies |
dalt ud
Vacuum Cleaner. LLC RUST415
368
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Posted - 2013.11.01 08:52:00 -
[270] - Quote
So no reasons to launch this game is this month for checking changes. Thx CCP.
Inputlag still there and ret-¦rded gamepad's controls not changed. So still no reasons to play dust 514 at all. |
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