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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Frame
C C P C C P Alliance
1563
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Posted - 2013.10.29 09:16:00 -
[1] - Quote
Uprising 1.6 Patch Notes:
Estimated release date: 5th November, Uprising 1.6 Overview Dev Blog
Dropsuits * 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.
CCP Frame
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Syeven Reed
RETR0 PR0 GAMERS
100
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Posted - 2013.10.29 09:19:00 -
[2] - Quote
Loving the heavy buff!
Gÿé
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Rei Shepard
Spectre II
758
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Posted - 2013.10.29 09:21:00 -
[3] - Quote
Damn thats even less then 1.5....i hate to be right.. |
Syeven Reed
RETR0 PR0 GAMERS
100
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Posted - 2013.10.29 09:22:00 -
[4] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right.. we all knew it would be
Gÿé
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Henry FitzEmpress
Turalyon 514 Turalyon Alliance
41
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Posted - 2013.10.29 09:22:00 -
[5] - Quote
As a logi, thank you for the bit of love shown to the Scouts and Heavies.
Turalyon 514
Gallente Faction Warfare
Public Channel: Turalyon
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excillon
The Exemplars Top Men.
99
|
Posted - 2013.10.29 09:24:00 -
[6] - Quote
There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well. |
Banning Hammer
Tal-Romon Legion Amarr Empire
2055
|
Posted - 2013.10.29 09:26:00 -
[7] - Quote
Ohhh, this..... this.... i love you......this patch is worth it just because the Commando suit..THANK YOU
a¦æ¦¬¦P¦¬a¦æGûêGûêGûêGûôGûÆGûæGûæß+¦-+-++»-+-í -ª+¦-+-++¦-ÅGûæGûæGûÆGûôGûêGûêGûêa¦æ¦¬¦P¦¬
-ô-â-Åa+ó-+ a+¼+¦-Å-Å+¦-â-Å Gäô+¦v+¦Gäô 2
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shaman oga
Nexus Balusa Horizon
837
|
Posted - 2013.10.29 09:31:00 -
[8] - Quote
Not a lot of things but good ones, you have done well.
This is a bad signature and i should feel bad about it.
Equality Event
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RuckingFetard
Better Hide R Die
578
|
Posted - 2013.10.29 09:32:00 -
[9] - Quote
Heavies got love |
DR FEB
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
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Posted - 2013.10.29 09:33:00 -
[10] - Quote
So then the new weapons will come in 1.7?
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medomai grey
WarRavens League of Infamy
299
|
Posted - 2013.10.29 09:34:00 -
[11] - Quote
Repair tools might be too strong but like the other changes.
Blatant Dust_514 recruiting in the silliest of places. :P
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Heinz Doofenshertz
BetaMax.
554
|
Posted - 2013.10.29 09:36:00 -
[12] - Quote
there is also alot of background stuff they don't talk about that lays ground work for 1.7, because talking about it is pointless as it means nothing to us now
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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The Black Jackal
The Southern Legion The Umbra Combine
900
|
Posted - 2013.10.29 09:38:00 -
[13] - Quote
Quote:* Applied fixes to vehicle turrets.
Can we have a more specific elaboration on this point?
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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Timothy Reaper
WASTELAND JUNK REMOVAL The Ascendancy
501
|
Posted - 2013.10.29 09:40:00 -
[14] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right.. True, but they've made some nice changes, so quality over quantity.
"Never argue with stupid people, they will drag you down to their level and then beat you with experience." Mark Twain
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dogmanpig
black market bank
23
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Posted - 2013.10.29 09:43:00 -
[15] - Quote
The Black Jackal wrote:Quote:* Applied fixes to vehicle turrets. Can we have a more specific elaboration on this point? ^
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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dogmanpig
black market bank
23
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Posted - 2013.10.29 09:44:00 -
[16] - Quote
Banning Hammer wrote:Ohhh, this..... this.... i love you......this patch is worth it just because the Commando suit..THANK YOU keep dreaming...
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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Vyzion Eyri
The Southern Legion The Umbra Combine
1613
|
Posted - 2013.10.29 09:48:00 -
[17] - Quote
1.6 Dev Blog wrote:
Our teams have been working hard to deliver as many tweaks and fixes to the game as possible, and now they are ready for testing, refining, and finally molding Uprising 1.7 into what it needs to be GÇô one of the biggest content updates weGÇÖve seen in DUST 514 since its launch!
Christmas might be a good time to go get yourselves a little AUR as a present to yourselves... and CCP. :P
I feel no dissatisfaction with this patch since my exams are on for November! Hah! Now I won't feel as if I'm missing out on too much, except for the awesome buff to my repair tool + heavy combo but I can live with that. See you suckers in for 1.7!
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Soraya Xel
New Eden's Most Wanted Top Men.
712
|
Posted - 2013.10.29 09:49:00 -
[18] - Quote
We all knew this was going to be bugfixes in prep for 1.7. Relax, guys.
Top Men. - The DUST Arm of the CFC
www.dust-gents.com
Recruiting corporations and players now!
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Parson Atreides
Ahrendee Mercenaries EoN.
833
|
Posted - 2013.10.29 09:50:00 -
[19] - Quote
No fixes to the comms bug?
The unexamined life is not worth living.
RNDclan.com
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Sylwester Dziewiecki
Beyond Hypothetical Box
197
|
Posted - 2013.10.29 09:51:00 -
[20] - Quote
Can you describe this 'change' in a more complex way, please? (I have not read forums from 10d, and I do not know about with fixes are talking about) Thanks . |
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Banning Hammer
Tal-Romon Legion Amarr Empire
2055
|
Posted - 2013.10.29 09:53:00 -
[21] - Quote
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.
a¦æ¦¬¦P¦¬a¦æGûêGûêGûêGûôGûÆGûæGûæß+¦-+-++»-+-í -ª+¦-+-++¦-ÅGûæGûæGûÆGûôGûêGûêGûêa¦æ¦¬¦P¦¬
-ô-â-Åa+ó-+ a+¼+¦-Å-Å+¦-â-Å Gäô+¦v+¦Gäô 2
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Kevall Longstride
DUST University Ivy League
602
|
Posted - 2013.10.29 09:54:00 -
[22] - Quote
Nice buff there for the heavy's and the repair tools to enable the logibros to rep them properly. Light on quantity but some good quality.
Would it have killed you to put the new weapons in however? lol
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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dogmanpig
black market bank
23
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Posted - 2013.10.29 09:57:00 -
[23] - Quote
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
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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Banning Hammer
Tal-Romon Legion Amarr Empire
2055
|
Posted - 2013.10.29 10:02:00 -
[24] - 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
And you point is ? 0.4 of a second is a lot, the difference between finishing a kill, or being kill.
a¦æ¦¬¦P¦¬a¦æGûêGûêGûêGûôGûÆGûæGûæß+¦-+-++»-+-í -ª+¦-+-++¦-ÅGûæGûæGûÆGûôGûêGûêGûêa¦æ¦¬¦P¦¬
-ô-â-Åa+ó-+ a+¼+¦-Å-Å+¦-â-Å Gäô+¦v+¦Gäô 2
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SponkSponkSponk
The Southern Legion The Umbra Combine
454
|
Posted - 2013.10.29 10:03:00 -
[25] - Quote
I wonder if the turret fix is for the weirdness between zoomed and unzoomed speed.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Jade Dragonis
GRIM MARCH
241
|
Posted - 2013.10.29 10:03:00 -
[26] - Quote
As a forge gunner I approve of the nerf. Direct hits are always more satisfying.
+1
Forged again? Your welcome.
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Deacon Obvious
S.e.V.e.N.
8
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Posted - 2013.10.29 10:06:00 -
[27] - Quote
I wonder if the change in passive scanning for the light suits is a trial balloon for the code changes to allow more diverse suit bonuses in the future.
I crave the Gallente Heavy suits. |
dogmanpig
black market bank
23
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Posted - 2013.10.29 10:06:00 -
[28] - Quote
Banning Hammer wrote: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 And you point is ? 0.4 of a second is a lot, the difference between finishing a kill, or being kill. heavy = bad reaction to being flanked commandos are lighter heavies.. i'll be waiting for more post for rebuffing HP soon or a speed boost since all heavies want to all that HP and all the speed of the lightest class. it'll never end.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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dogmanpig
black market bank
23
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Posted - 2013.10.29 10:07:00 -
[29] - Quote
forum is to blame here.. too slow
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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N1ck Comeau
MoIden Heath PoIice Department EoN.
1550
|
Posted - 2013.10.29 10:07:00 -
[30] - Quote
small, but great
Gallente Heavy please :)
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George Moros
Area 514
146
|
Posted - 2013.10.29 10:08:00 -
[31] - Quote
With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. |
Slightly-Mental
Zumari Force Projection Caldari State
22
|
Posted - 2013.10.29 10:08:00 -
[32] - Quote
Nice prep for 1.7
[quote=CCP Frame]Uprising 1.6 Patch Notes:
* Several graphical fixes regarding SSAO and Shadows.
/quote]
Does this mean, that the distance rendering, while looking into a scope is fixed ? |
ChromeBreaker
SVER True Blood Public Disorder.
1427
|
Posted - 2013.10.29 10:11:00 -
[33] - Quote
mmm 1200 standard hp.... all the love for that
Forge gun splash.. good i say!!! more tears for when i kill you regardless |
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CCP Wolfman
C C P C C P Alliance
2725
|
Posted - 2013.10.29 10:13:00 -
[34] - Quote
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. |
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Laurent Cazaderon
What The French
1961
|
Posted - 2013.10.29 10:13:00 -
[35] - Quote
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. |
Heinrich Jagerblitzen
D3LTA FORC3
985
|
Posted - 2013.10.29 10:13:00 -
[36] - Quote
CCP Frame wrote:* 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.
FATTY PARTY TIME WHERE MY HEAVIES AT WOOP WOOP!!!!
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shaman oga
Nexus Balusa Horizon
838
|
Posted - 2013.10.29 10:14:00 -
[37] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. Yeshhhhhhhhhhhhhhhhhhh
Min & Gal FW
Daj intlà Balusa
Equality Event
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Hellsatano
Academy Inferno CRONOS.
165
|
Posted - 2013.10.29 10:15:00 -
[38] - Quote
Are you serious? thats insane useless |
ChromeBreaker
SVER True Blood Public Disorder.
1427
|
Posted - 2013.10.29 10:17:00 -
[39] - Quote
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 |
Laurent Cazaderon
What The French
1961
|
Posted - 2013.10.29 10:18:00 -
[40] - Quote
Hellsatano wrote:Are you serious? thats insane useless
More of a technical update dude :) And i find the adjustments to the heavies more interesting than some entire patches we had back in the days. |
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XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
440
|
Posted - 2013.10.29 10:20:00 -
[41] - Quote
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
SOONGäó
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DJINN Morbid
SVER True Blood Public Disorder.
3
|
Posted - 2013.10.29 10:21:00 -
[42] - Quote
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.
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Sylwester Dziewiecki
Beyond Hypothetical Box
197
|
Posted - 2013.10.29 10:27:00 -
[43] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. 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 angel, did you cut it so it is identical as Caldari HAV? |
dogmanpig
black market bank
25
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Posted - 2013.10.29 10:30:00 -
[44] - 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 angel, did you cut it so it is identical as Caldari HAV? angle
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
|
Sylwester Dziewiecki
Beyond Hypothetical Box
197
|
Posted - 2013.10.29 10:31:00 -
[45] - 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.
If someone will harm itself with grenade or something else, you will not get points for fixing his armor dmg. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4397
|
Posted - 2013.10.29 10:34:00 -
[46] - Quote
Hit detection improvements, hurrah. I hope they work.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Aleksander Black
Immortal Retribution
218
|
Posted - 2013.10.29 10:47:00 -
[47] - Quote
I used to be able to take a heavy head on with my scrambler rifle as I knew I could:
a) kill him before the weapon overheats; b) kill him before he kills me.
Not anymore. With that hp buff I'm pretty sure that the scrambler will overheat if I try to kill him before he kills me AND that he will surely kill me if I try to pull my sidearm to finish him. This is good, I don't really think I should be able to engage a heavy head on and win like that and now I'm going to have to think before engaging as I won't be able to finish him off without consequence or a good amount of luck with headshots.
Rep tool bonus will make a nice combo with the increased buffer in the heavies but will still be fairly underused elsewhere because you can't see clearly who needs reps as the health bars are too hard to spot. 87,5 hp/s in a proto repper with amarr logi lvl5 seems very good though. Won't be outrepping a duvolle for sure but will surely add a good layer of survivability.
Scout's bonus to scan radius was a good call. The ewar game has gotten a lot better with the sudden popularity of active scanners and consequent popularity of profile dampeners, so adjusting a bit the passive scan detection seems like the logical next step in this trend and nowhere better to start than the light frame suits. Scout's don't have that many slots to dedicate to ewar, it's supposed that the ewar capacities were to be already in built to the suit with the lower slot count preventing them from being too versatile. Thing is, the passive ewar in those suits was pretty underwhelming. Passive scan can be a great help in CQC as you track your opponents through walls and cover, but not really worth spending a range extender on. Now the passive range in any light frame suit can be as far as 24m without any dedicated modules to it, and considerably more with a single extender making for a interesting deal in such a fragile suit.
Forge Gun changes were on spot, though I'm guessing more changes will be necessary as the gun will remain too predominant anyway.
Cheers if Commandos are even just half useful now.
Now let 1.7 come.
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The Black Jackal
The Southern Legion The Umbra Combine
903
|
Posted - 2013.10.29 11:00:00 -
[48] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment.
Thankyou for clarifying that! Wolfman!
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
Sephirian Fair
0uter.Heaven Proficiency V.
116
|
Posted - 2013.10.29 11:03:00 -
[49] - Quote
I can't believe you don't have the fix to the comms bug that we've had since the beginning of 1.5 in this patch. You haven't even had the courtesy to give those of us having to deal with it any information on the error that's been happening.
Thank goodness the character switch works as a temporary fix, or you would have lost another player today due to your gross negligence. This patch already is a bare bones one and you can't even fix one of the more crucial bugs in your game. |
shady merc
RisingSuns Public Disorder.
22
|
Posted - 2013.10.29 11:03:00 -
[50] - Quote
As a full time logi,part time, 1/3 time commando I like what I see.
My basic commando will have a noticable amount of hp over my caldari assault bpo now
I actually will have a good reason to use adv rep tools. On the last respec I didn't get advanced one as it felt pointless you either went proto or stuck at basic.
My heavy just became a better bullet sponge
Hit detection is always a good thing to see as well,
Good job ccp
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Spkr4theDead
Red Star. EoN.
1146
|
Posted - 2013.10.29 11:05:00 -
[51] - 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. Explain 'applied fixes to vehicle turrets' please. |
Spkr4theDead
Red Star. EoN.
1146
|
Posted - 2013.10.29 11:06:00 -
[52] - Quote
Syeven Reed wrote:Loving the heavy buff! It is great, but it's only to the specialized heavy suits, not the basic frame. |
Marston VC
SVER True Blood Public Disorder.
1126
|
Posted - 2013.10.29 11:06:00 -
[53] - Quote
DR FEB wrote:So then the new weapons will come in 1.7?
That, or 1.8
CCP said that they got pushed back to 1.7 a week after they said vehicles/weapons were pushed back to 1.6
This patch wasn't expected to be very big. But the next two or three should be pretty sizable considering how much content keeps getting pushed back.
Marston VC, STB director
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dogmanpig
black market bank
26
|
Posted - 2013.10.29 11:07:00 -
[54] - Quote
Spkr4theDead 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. Explain 'applied fixes to vehicle turrets' please.
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.
page 2 https://forums.dust514.com/default.aspx?g=posts&m=1440252#post1440252
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
|
Niuvo
NECROM0NGERS
677
|
Posted - 2013.10.29 11:10:00 -
[55] - Quote
Man oh man, this is what I've been waiting for as a scout. This blog was so good I had to read it in spanish. Thank you for all the hard work! I hope this becomes the groundwork for 1.7 like you said. Again thank you for your dedication. This game is awesome, very addicting also. Looking forward to the future of Dust 514. |
Takahiro Kashuken
Red Star. EoN.
1548
|
Posted - 2013.10.29 11:10:00 -
[56] - Quote
Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to the original position |
Tectonious Falcon
The Southern Legion The Umbra Combine
776
|
Posted - 2013.10.29 11:10:00 -
[57] - Quote
Honestly I'm just glad Dust gets updated at a fairly good pace, even if its not huge patches. Stagnation = death |
Takahiro Kashuken
Red Star. EoN.
1548
|
Posted - 2013.10.29 11:11:00 -
[58] - Quote
Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to |
Niuvo
NECROM0NGERS
677
|
Posted - 2013.10.29 11:12:00 -
[59] - Quote
Spkr4theDead wrote:Syeven Reed wrote:Loving the heavy buff! It is great, but it's only to the specialized heavy suits, not the basic frame. It's for the basic also. |
daishi mk03
Brutor Vanguard Minmatar Republic
280
|
Posted - 2013.10.29 11:12:00 -
[60] - Quote
WHERE ARE THE VEHICLE CHANGES ALREADY PROMISED FOR 1.5?
Edit: Yeah, yeah, I know ... just wanted to write that. |
|
Spkr4theDead
Red Star. EoN.
1146
|
Posted - 2013.10.29 11:15:00 -
[61] - Quote
Henry FitzEmpress wrote:As a logi, thank you for the bit of love shown to the Scouts and Heavies. But for the rep tool, there's variants at all levels. Would the rep tool change affect only the basic one for each level? |
Captain Africa Clone1
GRIM MARCH
146
|
Posted - 2013.10.29 11:17:00 -
[62] - Quote
He Ain't Heavy, Heeeee's My Fatty ....Come the 5 NOV Il be wearing my 4 layer armor Jock Strap ! |
TechMechMeds
Swamp Marines Kleenex Inc.
1090
|
Posted - 2013.10.29 11:18:00 -
[63] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes: Release date: 5th November, Uprising 1.6 Overview Dev BlogLocalised versions: Spanish, Russian, Japanese, French, German, ItalianDropsuits* Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Increased the repair toolsGÇÖ rate of repair (general values for each tier): Standard and Militia: 40 HP/s, Advanced: 60 HP/s, Prototype: 70 HP/s. * Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325. Vehicles* Added stabilization for Militia Dropships to the control scheme to make them easier to fly. Weapons* Reduced the Forge gun blast radius: Standard: from 2.5m to 1.5m, Advanced: from 2.75m to 1.8m, Prototype: from 3m to 2.1m. Bug fixes and polish* Battle finder now shows a correct clone reserve count for corporation battles. * Fixed missing hints on create button in Squad Finder. * Applied fixes to vehicle turrets. * Several graphical fixes regarding SSAO and Shadows. * Fixed an issue where players would hang at the Show Info window if closed rapidly. * Fixed an issue where players were not able to see server name and player count during server VIP mode. * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug where players were getting stuck on the front of the HAV. * Fixed a bug that caused strange behavior with third person mesh when killed in a turret. * Fixed a bug that caused the third person mesh to sometimes 'freeze' if killed whilst crouching. * Fixed a bug that caused equipment to slide on the base of the null cannon. * Fixed a bug with visual corruption on wreck materials.
Oh my god being a heavy hugger is back, yes!
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
|
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:21:00 -
[64] - Quote
excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine. |
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:24:00 -
[65] - Quote
George Moros wrote:With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. 1320 damage before mods? Not likely. |
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:25:00 -
[66] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. But they haven't been damaging themselves. I shoot through my hull on weird angles all the time, and have plenty of stupid bluedots shooting me with either the top or front turret of my own tank. That's just not a problem. |
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:26:00 -
[67] - Quote
ChromeBreaker wrote:HAHAHAHHAHA My heavies can survive basic Forge gun direct hits now!!!!!!!!!!!!!!!!!!!! (disclaimer: with a plate) No more silly little millitia forge noob counter forging me now LOL You can't survive body shots from a forge gun, even MLT is 1320 damage base. And that's before any damage mods. |
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:28:00 -
[68] - Quote
Sylwester Dziewiecki wrote:CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment. Ok, so if I will retreat from battle with turret set on 90* towards my hull, and I accidentally hit lamp with it - what's gonna happen then? a) Turret returns to the 'home' position of 0*. b) Turret will be 'pushed' by object, but without interfering in hull position. c) Turret will drive through, and both objects will not collide with each other. ..or maybe something else? And what about Gallent HAV turret angle*, did you cut it so it is identical as Caldari HAV? * thanks Wait.................................... again, why nerf something about armor tanks when you should be asking CCP to put that same thing about shield tanks on par with armor? Nerfing one type of tank to be in line with another will never count as a positive change. |
steadyhand amarr
MoIden Heath PoIice Department EoN.
1635
|
Posted - 2013.10.29 11:29:00 -
[69] - Quote
My swarm Iscr fit might be worth it now looking forword to testing that
"my faith is my shield, the empress's light my guide and my fury my sword"
|
Spkr4theDead
Red Star. EoN.
1147
|
Posted - 2013.10.29 11:30:00 -
[70] - Quote
Takahiro Kashuken wrote:Not bad
Turret fixes tho, i hope that includes the DS turret where when you look forward it snaps back to Lol probably not. |
|
Paran Tadec
Ancient Exiles
1506
|
Posted - 2013.10.29 11:31:00 -
[71] - Quote
rise of the spider tanked heavies
Bittervet Proficiency V
CSM 1 me maybe?
|
Senator Snipe
SVER True Blood Public Disorder.
56
|
Posted - 2013.10.29 11:33:00 -
[72] - Quote
why would you guys nerf the forge gun? 90% of dust players run assault suits for gods sake yet you come out with new weapons. You get a clean shot with the scrambler file on a heavy he is going down no problem. |
Laurent Cazaderon
What The French
1963
|
Posted - 2013.10.29 11:33:00 -
[73] - Quote
Spkr4theDead wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine.
Nice to hear a FG user being ok with it. I was sure it wouldnt bother those used to FG snipe as they know their ways.
On a side note, comparing MD and FG is bad. MD is supposed to be an area denial weapon. |
ChromeBreaker
SVER True Blood Public Disorder.
1429
|
Posted - 2013.10.29 11:36:00 -
[74] - Quote
Spkr4theDead wrote:ChromeBreaker wrote:HAHAHAHHAHA My heavies can survive basic Forge gun direct hits now!!!!!!!!!!!!!!!!!!!! (disclaimer: with a plate) No more silly little millitia forge noob counter forging me now LOL You can't survive body shots from a forge gun, even MLT is 1320 damage base. And that's before any damage mods.
Militia Forge Gun Militia 1200 Forge Gun Standard 1200 Assault Forge Gun Standard 1260 Breach Forge Gun Standard 2100 9K330 Forge Gun Advanced 1320 DAU-2/A Assault Forge Gun Advanced 1386 DCMA-5 Breach Forge Gun Advanced 2310
... obviously dmg mods will tweak this
and if you have prof skills... well youve got skills so thats ok lol |
DeeJay One
Guardian Solutions DARKSTAR ARMY
108
|
Posted - 2013.10.29 11:36:00 -
[75] - Quote
Kevall Longstride wrote: Would it have killed you to put the new weapons in however? lol
Judging by that threadnaut let Wolfman polish the stats first ;)
|
Matticus Monk
Ordus Trismegistus
606
|
Posted - 2013.10.29 11:37:00 -
[76] - Quote
Awesome changes.... not drastic; they way it should be.
Thanks, CCP! |
xxwhitedevilxx M
Maphia Clan Unit Unicorn
818
|
Posted - 2013.10.29 11:43:00 -
[77] - Quote
Laurent Cazaderon wrote:Spkr4theDead wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine. Nice to hear a FG user being ok with it. I was sure it wouldnt bother those used to FG snipe as they know their ways. On a side note, comparing MD and FG is bad. MD is supposed to be an area denial weapon.
FG snipe is more like Thor's divine punishment. You just suddenly die.
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
|
Laurent Cazaderon
What The French
1965
|
Posted - 2013.10.29 11:45:00 -
[78] - Quote
xxwhitedevilxx M wrote:Laurent Cazaderon wrote:Spkr4theDead wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine. Nice to hear a FG user being ok with it. I was sure it wouldnt bother those used to FG snipe as they know their ways. On a side note, comparing MD and FG is bad. MD is supposed to be an area denial weapon. FG snipe is more like Thor's divine punishment. You just suddenly die.
LOL. At least, THor will have to be more accurate now |
Prius Vecht
Red and Silver Hand Amarr Empire
171
|
Posted - 2013.10.29 11:48:00 -
[79] - Quote
Jade Dragonis wrote:As a forge gunner I approve of the nerf. Direct hits are always more satisfying.
+1
agree on Forge. But splash still the worst part of Dust....no handheld weapon should get more than 1m or 30% of direct damage. This is a shooter. Stop rewarding people for missing.
the scanning bonuses are a good start. scouts need more stuff like that.
+70HP for heavies is like, 2 bullets.......you're still band-aiding the problem. I saw much better suggestions that included a flat % resistance to small arms fire like it says in the description and taking away the headshot bonus. |
Obodiah Garro
Tech Guard RISE of LEGION
441
|
Posted - 2013.10.29 12:08:00 -
[80] - Quote
no rifles? |
|
Jack McReady
DUST University Ivy League
789
|
Posted - 2013.10.29 12:10:00 -
[81] - Quote
still no bugfixes for the PLC bugs |
Eldest Dragon
0uter.Heaven Proficiency V.
188
|
Posted - 2013.10.29 12:10:00 -
[82] - Quote
Wtf, that's your scout buff guys seriously, added 6 meter scan radius I would rather have my profile dampened. So heavy's get a 100hp buff, and we still cant even stand up long enough to run, that 100hp buff should have been for scouts. I'm not happy, not at all, this is a joke. Just keep it up ccp, eventually you wont see a scout on the field period, unless its an idiot trying out a shotgun, and he wont be out there long.
And one more thing even if something else is done soon, it'll be at least a whole month from now, do realize what this kind scout abuse is doing to ppl during the waiting period. To put it lightly, myself and about a 1/5 of the community or more, would like to stick both our feet up your ***. Thnx for ruining the rest of my day. *SIGH* |
Amorale Lyadstafer
Zumari Force Projection Caldari State
31
|
Posted - 2013.10.29 12:11:00 -
[83] - Quote
ehm....my grocery list is longer |
Grimmiers
0uter.Heaven Proficiency V.
287
|
Posted - 2013.10.29 12:17:00 -
[84] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment.
I always wanted to know if that "dispersion" that makes missiles and railgun turrets shoot way off target 80% of the time when moving was intended.
Grimm Grimm! \
Youtube Channel
|
Mordecai Sanguine
What The French
79
|
Posted - 2013.10.29 12:18:00 -
[85] - Quote
Really good Patch.
But... 1200 Hp is actually what an assault have.....and assault can melt these 1200hp in 4sec MAX with his assault rifle of death. Heavy should not have more Hp but damage reduction (15-20%).
|
Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
293
|
Posted - 2013.10.29 12:30:00 -
[86] - Quote
Hmm, so a proto sentinel with Lvl 5 armor/shield upgrades, 1 complex extender and 4 complex plates can get 1867 EHP... rolling around in a Logi LAV and he's pretty much unkillable.
Couple this with a logi with a Core Focused Repair Tool, now healing 210 HP/sec...
Great going CCP.
And oh, repair tool buff is also a nerf to shield effectiveness. Militia repair tools should not be repping at roughly the same rate as the majority of our current Lvl 4/proto tools.
I have all equipment to proto, so I'll benefit from this, but I don't think it's balanced. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
505
|
Posted - 2013.10.29 12:32:00 -
[87] - Quote
Dat heavy and more importantly commando buff! |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
224
|
Posted - 2013.10.29 12:33:00 -
[88] - Quote
Should've just named it "Dust 514 1.5.2" for these small changes... |
George Moros
Area 514
146
|
Posted - 2013.10.29 12:44:00 -
[89] - Quote
Spkr4theDead wrote:George Moros wrote:With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. 1320 damage before mods? Not likely.
Sentinel suit with 2 complex plates should have around 1500 EHP. This should be enough to withstand a direct hit from cheaper forge fits. |
George Moros
Area 514
146
|
Posted - 2013.10.29 12:46:00 -
[90] - Quote
Spkr4theDead wrote:Syeven Reed wrote:Loving the heavy buff! It is great, but it's only to the specialized heavy suits, not the basic frame.
CCP Frame wrote:* Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. |
|
Knight Soiaire
Mercenaries of Sunlight
2854
|
Posted - 2013.10.29 12:52:00 -
[91] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right..
Its better than 1.5 though.
Heavy and Scout buffs were both badly needed.
Knight Soiaire's 40mil ISK Raffle!
Mercenaries of Sunlight!
|
ChromeBreaker
SVER True Blood Public Disorder.
1429
|
Posted - 2013.10.29 12:53:00 -
[92] - Quote
George Moros wrote:Spkr4theDead wrote:George Moros wrote:With the new HP buff to heavies, they actually stand a reasonable chance to survive direct hits from standard forge guns.
That's nice. 1320 damage before mods? Not likely. Sentinel suit with 2 complex plates should have around 1500 EHP. This should be enough to withstand a direct hit from cheaper forge fits.
1200 with no skills or dmg mods... not 1320, check my earlier post...
|
Draxus Prime
BurgezzE.T.F Public Disorder.
1591
|
Posted - 2013.10.29 12:54:00 -
[93] - Quote
b-but my rail rifle
Forum Warrior Level 1
The Master of the Nova Knifes and The Spammer of the Scanner
The Scary Scout
|
Vrain Matari
ZionTCD Public Disorder.
1157
|
Posted - 2013.10.29 12:59:00 -
[94] - Quote
Heinrich Jagerblitzen wrote: Now what we need are the minnie heavies/commando. My alt is unable to touch Ammarian gear without subsequently commiting seppuku. He's currently sitting on 3 million skillpoints waiting for that to happen. |
Gabriella Grey
M.T.A.C Assault Operations Command Lokun Listamenn
83
|
Posted - 2013.10.29 13:02:00 -
[95] - Quote
TEAM KONG DIRECTED QUESTION
Will the militia dropship stablizer be something that advance pilots can turn off or will it affect advanced dropship pilots where if it isn't able to be removed? |
Laurent Cazaderon
What The French
1967
|
Posted - 2013.10.29 13:05:00 -
[96] - Quote
Prius Vecht wrote:Jade Dragonis wrote:As a forge gunner I approve of the nerf. Direct hits are always more satisfying.
+1 agree on Forge. But splash still the worst part of Dust....no handheld weapon should get more than 1m or 30% of direct damage. This is a shooter. Stop rewarding people for missing. the scanning bonuses are a good start. scouts need more stuff like that. +70HP for heavies is like, 2 bullets.......you're still band-aiding the problem. I saw much better suggestions that included a flat % resistance to small arms fire like it says in the description and taking away the headshot bonus.
There's a contradiction in your post :)
You say splash rewards people for missing and then you suggest taking off the headshot bonus, which rewards people for aiming precisely.
Also, the buff for heavies aint +70. It's +150 ! And that's without taking into account the potential +25% from the skills. Which in the end makes the buff 187.5 HP at full skill. |
Shley Ashes
TanksVeryMuch
37
|
Posted - 2013.10.29 13:07:00 -
[97] - Quote
Nothing on rendering ? render distance / draw distance ? |
Bright Cloud
Namtar Elite Gallente Federation
285
|
Posted - 2013.10.29 13:12:00 -
[98] - Quote
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. |
Nick nugg3t
Sinq Laison Gendarmes Gallente Federation
206
|
Posted - 2013.10.29 13:17:00 -
[99] - Quote
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 |
IgniteableAura
Pro Hic Immortalis
260
|
Posted - 2013.10.29 13:17:00 -
[100] - Quote
CCP Frame wrote:Uprising 1.6 Patch Notes:
Dropsuits * 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.
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 * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug that caused equipment to slide on the base of the null cannon.
FIST PUMP OF JUSTICE.
I agree with everything in this patch set.
Can't wait to give it a try. |
|
Vell0cet
Royal Uhlans Amarr Empire
463
|
Posted - 2013.10.29 13:20:00 -
[101] - Quote
This was more than I was expecting to be honest. I would have liked a fix to the speech bubbles not showing up, but hopefully that's getting fixed in the near future. Really looking forward to 1.7! |
Gloomy Cobra
Hostile Acquisition Inc
54
|
Posted - 2013.10.29 13:26:00 -
[102] - Quote
Really smal patch.......Thats cuz 1.7 is gonna be huge right? Well anyways, i hope that the new stabilization for the milita dropships really help, so that new players can join the fun of flying
The so called negative feedback is often love in disguise. Take full advantage!
|
Funkmaster Whale
0uter.Heaven Proficiency V.
1030
|
Posted - 2013.10.29 13:28:00 -
[103] - Quote
We SORELY need a fix on comm bubbles not showing up. I don't know what the hell you guys managed to do to cause this problem but it's one of the main things PC Corps have been hoping to be fixed. Not being able to mute people is annoying as all hell when trying to coordinate multiple squads.
Also, the Forge nerf is OK but I know for a fact it won't really affect much. I have 0 problems getting near-direct shots every time with my FG so this will just hurt newbs who can't aim and not anyone who's proficient in it, but good to see they acknowledged it as a problem. The heavy HP buff is nice. My FG fit can take even more hate from snipers before having to fall back
Let me play you the song of my people!
|
Lucifalic
The Generals EoN.
133
|
Posted - 2013.10.29 13:36:00 -
[104] - Quote
Any buff to a scout is good but I hope this isn't the entirety of what you call scout love promised 4-5 months ago. |
Bright Cloud
Namtar Elite Gallente Federation
285
|
Posted - 2013.10.29 13:39:00 -
[105] - Quote
Are the other rep tool variants getting a buff aswell? Like the focused proto rep tool. Is it going to heal like 200HP/s or what? If thats the case it might not be a dumb idea to follow a heavy and stick the rep tool onto him to make him 2 times harder to kill. But i like it cause rep tools where not as good as armor repping nanohives. And i think a rep tool should allways be better then a nanohive. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3514
|
Posted - 2013.10.29 13:40:00 -
[106] - Quote
Hotfix to getting killed by Dropship when ejecting?
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
|
M McManus
Sinq Laison Gendarmes Gallente Federation
185
|
Posted - 2013.10.29 13:54:00 -
[107] - Quote
KB/'M fix come 1.7 ? |
Frank Olson Usul
DUST University Ivy League
37
|
Posted - 2013.10.29 13:54:00 -
[108] - Quote
What is that stabilization thing with the dropship? I'm flying with KB/M .... does it only mean that if I push no buttons the ship gets back to "standing still" faster ... or what does it mean exactly? |
Awesome Pantaloons
Tech Guard RISE of LEGION
136
|
Posted - 2013.10.29 14:03:00 -
[109] - Quote
Aw... my poor Forge Gun.. lol It'll be interesting learning how to kill with it without relying on splash too much (shouldn't be hard, people usually stare up at me and stand completely still while I charge up). |
Banning Hammer
Tal-Romon Legion Amarr Empire
2066
|
Posted - 2013.10.29 14:03:00 -
[110] - Quote
We can always hope for a ninja fix ....followed by a Panic Attack, and a ninja nerf almost immediately... this has happen 3 times since the Official Release.
One day.... maybe....
a¦æ¦¬¦P¦¬a¦æGûêGûêGûêGûôGûÆGûæGûæß+¦-+-++»-+-í -ª+¦-+-++¦-ÅGûæGûæGûÆGûôGûêGûêGûêa¦æ¦¬¦P¦¬a¦æ
¦Æ-â-Åa+ó-+ a+¼+¦-Å-Å+¦-â-Å Gäô+¦v+¦Gäô 2
|
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Laurent Cazaderon
What The French
1972
|
Posted - 2013.10.29 14:08:00 -
[111] - Quote
Awesome Pantaloons wrote:Aw... my poor Forge Gun.. lol It'll be interesting learning how to kill with it without relying on splash too much (shouldn't be hard, people usually stare up at me and stand completely still while I charge up).
well there's still a good amount of splash allowing margin for error |
low genius
The Sound Of Freedom Renegade Alliance
787
|
Posted - 2013.10.29 14:11:00 -
[112] - Quote
looks good. well needed. well done. |
Master Jaraiya
Ultramarine Corp
1251
|
Posted - 2013.10.29 14:16:00 -
[113] - Quote
Love the Heavy Buffs! We really needed the Love!
Just started speccing into a Logi with Repairs so I'm loving this too!
Thanks for not completely breaking the FG. I'll still one shot with it, but scrubs on towers will not be happy campers!
One thing I was really hoping to see in here was a fix to the bug causing Armor Repair skill bonus to not be applied to Reactive Plates.
"The true measure of a shinobi is not how he lives, but how he dies."
**The Toad Sage**
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CHIPMINT BUTTERCUP
101
|
Posted - 2013.10.29 14:17:00 -
[114] - Quote
Still no rollover SP system.
CCP Cmdr Wang wrote:"We are well aware of the fact that the daily/weekly skill point rollover system is the favorite amongst the community, and we are implementing such a system aimed at the next major release."
"We would like to remind you that these changes do not represent the final skill point system and that we are still working hard on getting to the fully polished rollover system later on."
https://forums.dust514.com/default.aspx?g=posts&m=486408#post486408
CCP Frame wrote:We will monitor the situation after the changes are live and look forward to receiving feedback from you. Once again, we would like to remind you that weekly skill point rollover system is being worked on and that this is just the temporary solution that we are implementing.
https://forums.dust514.com/default.aspx?g=posts&m=503133#post503133
DUST514 Love The Dream Hate The Product
|
Vin Mora
Sanguis Defense Syndicate
169
|
Posted - 2013.10.29 14:19:00 -
[115] - Quote
Aeon Amadi wrote:Hotfix to getting killed by Dropship when ejecting? Switch seats then jump out. Theres your hotfix.
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
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Jacques Cayton II
CALDARI SPECIAL FORCES -the specials
54
|
Posted - 2013.10.29 14:22:00 -
[116] - Quote
Thanks for the heavy buff but thats all just 80 more armor? Meh glad to get something |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
525
|
Posted - 2013.10.29 14:26:00 -
[117] - Quote
The changes to the repair tools are certainly welcome, but can we get some info on when you're going to let Logis actually see people's health bars again? Has the bug been fixed where the Logi can't see people's health when even the repper is out (much less an overall "triage" view)?
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
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Alldin Kan
MoIden Heath PoIice Department EoN.
735
|
Posted - 2013.10.29 14:34:00 -
[118] - 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. You forgot to add the 17 HP/s shield regen for Commando...
INFINITE COOKIES
LOL Commando
LOL Plasma Cannon
|
Aleksander Black
Immortal Retribution
219
|
Posted - 2013.10.29 14:34:00 -
[119] - Quote
Jacques Cayton II wrote:Thanks for the heavy buff but thats all just 80 more armor? Meh glad to get something
Actually amounts to almost 200 more hit points between armor and shields. More buffer and more repair per second with the buff to repair tools can go a longer way than you would imagine. |
Lanius Pulvis
Osmon Surveillance Caldari State
32
|
Posted - 2013.10.29 14:42:00 -
[120] - Quote
As a part-time scout thanks for making the situational awareness better. As a player of DUST, thanks for making the heavies slightly harder to kill (a step in the right direction anyway). As a DS pilot thank you for not making the rest of them easier to fly.
Not new, just new to you.
|
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Oxskull Duncarino
Shadow Company HQ
226
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.10.29 15:21:00 -
[133] - Quote
A buff to heavies? CCP are drunk. |
Oxskull Duncarino
Shadow Company HQ
226
|
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
|
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
|
Monty Mole Clone
Shiv M
76
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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CharCharOdell
1372
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Quil Evrything
DUST University Ivy League
304
|
Posted - 2013.10.29 18:29:00 -
[181] - Quote
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.
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Skihids
Bullet Cluster Legacy Rising
2358
|
Posted - 2013.10.29 18:37:00 -
[182] - Quote
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. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
|
Posted - 2013.10.29 18:44:00 -
[183] - Quote
CCP Wolfman wrote:turret fixes were to stop turrets damaging the vehicle they were mounted on and changes to the way their collision works to stop them getting hung up on the environment.
Getting hung on environment?
What about seeing the names of the people when repair tooling? |
General John Ripper
MoIden Heath PoIice Department EoN.
11238
|
Posted - 2013.10.29 18:44:00 -
[184] - Quote
approved.
Level 5 Forum Warrior Prof 5
Founder of the Forum Warrior Club
King of Tacos
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Skihids
Bullet Cluster Legacy Rising
2358
|
Posted - 2013.10.29 18:51:00 -
[185] - Quote
Evolution-7 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. Getting hung on environment? What about seeing the names of the people when repair tooling?
Wolfman told us Armor bar viewing is coming in 1.7 in another thread. |
Broonfondle Majikthies
Bannana Boat Corp
365
|
Posted - 2013.10.29 18:53:00 -
[186] - Quote
I love you CCP. I always wanted to try a good 'scan suit' and now my Min scout can be a contender. I was going to press a Proto Minlogi into it but now this alternative can be so much better
The math looks promising; with Gallente being the huge less refined scanner while the Minmatar being the smaller but more precise scanner I always wanted to try this but the inherent scan size always held me back. I confess I coveted thy allies scout with its potential range but not any more. Time to sharpen the cutlery too I see
As for the heavy.. I still say it didn't need an increase but meh, will of the people I guess. I can't comment on the forges as i don't really use em but I don't see the proposal for the assault variant, isn't that the one everyone is concerned about?
Lastly, Militia DS - Yes, this is very much needed. The incentive for new pilots is too low with the current model, you have to spend 2 low slots with Militia overdrives (Manoeuvrability skill is a very hard grind for new players) just to begin making it respond well, vastly sacrificing protection. This will also make it a cheaper but still viable alternative for pilots with access to the better mods and help our wallets. Good Cus I'm under my 30k Isk threshold
"We demand rigidly defined areas of doubt and uncertainty!"
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Fizzer94
L.O.T.I.S. Public Disorder.
669
|
Posted - 2013.10.29 18:57:00 -
[187] - Quote
Apparently I know how to balance games. I pushed for all of these things except the repair tool buff.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
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JP Acuna
RoyalSquad514
25
|
Posted - 2013.10.29 19:08:00 -
[188] - 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.
Flux Grenades? Locus Grenades? Scrambler pistol, submachinegun, flaylock, nova knives, scrambler rifle, assault rifle, shotgun, mass driver, plasma cannon, heavy machinegun, sniper rifle, melee? Why would you bother wasting a slow shot of your forge to clear out equipment?
I woudn't recommend trying melee on remotes tho. |
Kigurosaka Laaksonen
DUST University Ivy League
27
|
Posted - 2013.10.29 19:09:00 -
[189] - Quote
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?
Maybe a once a month patch schedule for a sub-par half-game is too resource intensive and an unrealistic goal to provide quality content updates. |
Foundation Seldon
Gespenster Kompanie Villore Accords
154
|
Posted - 2013.10.29 19:09:00 -
[190] - Quote
I hope something is in the works to address the diminishing returns of using higher level repair tools in terms of WP gain. As it is I don't see much reason to go into higher level rep. tools because doing so would mean that I get less overall WP for healing an individual over time. This is something that still needs to be addressed.
Scout buff is meh, Heavy HP buff doesn't necessarily address the bigger problems with their lack of weapon variety and the nerfed HMG, and from the looks of it the "Turret Fixes" doesn't address the problem with Small Missile turrets varying wildly in the direction of shots in moving vehicles. I hope the wild missile momentum is on the table for addressing in 1.7
I wasn't expecting much from this patch but I'm glad you guys were willing to tinker with a few values rather than making it purely bug fixes. Seeya in 1.7~ |
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
435
|
Posted - 2013.10.29 19:18:00 -
[191] - Quote
Broonfondle Majikthies wrote:I love you CCP. I always wanted to try a good 'scan suit' and now my Min scout can be a contender. I was going to press a Proto Minlogi into it but now this alternative can be so much better The math looks promising; with Gallente being the huge less refined scanner while the Minmatar being the smaller but more precise scanner I always wanted to try this but the inherent scan size always held me back. I confess I coveted thy allies scout with its potential range but not any more. Time to sharpen the cutlery too I see
Hate to break it to you but they will see more than you anyway.
They are a limited amount of super dampened suits and people that have run the numbers say that precision enhancers serve other classes better than scouts. You may pick up 1-2 but you still need to get closer.
If you are using a NK this may be fine but others will want to use those high slots for Shields or Damage Mods.
Still wish CCP would have given the other Scout suits (not light frames) a higher base range than the Galente Scout while allowing the bonus of the Gal to surpass other scouts at Lv3. They already have the low slots so they could always have the advantage if need be.
Also not sure if Scout range is enough for non Gal Scouts - even at Range Lv5 they will still be inside the optimal range of an AR. To beat that you would have to give up one of your low slots which may be ok for the Caldari if it is 2/3 (not if it is 4/1). - So you are better off with good situational awareness as always.
IMO if you really want Scouts to avoid combat then push that range a bit further and give them a bit more ability that they may feel less dependent on Reds and Greens. At the moment the only things we can easily forego are Rechargers and Shield Regulators. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
435
|
Posted - 2013.10.29 19:20:00 -
[192] - Quote
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?
Maybe a once a month patch schedule for a sub-par half-game is too resource intensive and an unrealistic goal to provide quality content updates.
More content rumored for the following update. If we dont get it then we all should tear up CCP or just leave. |
Cass Caul
Namtar Elite Gallente Federation
195
|
Posted - 2013.10.29 19:29:00 -
[193] - Quote
Daxxis KANNAH wrote:Broonfondle Majikthies wrote:I love you CCP. I always wanted to try a good 'scan suit' and now my Min scout can be a contender. I was going to press a Proto Minlogi into it but now this alternative can be so much better The math looks promising; with Gallente being the huge less refined scanner while the Minmatar being the smaller but more precise scanner I always wanted to try this but the inherent scan size always held me back. I confess I coveted thy allies scout with its potential range but not any more. Time to sharpen the cutlery too I see Hate to break it to you but they will see more than you anyway. They are a limited amount of super dampened suits and people that have run the numbers say that precision enhancers serve other classes better than scouts. You may pick up 1-2 but you still need to get closer. If you are using a NK this may be fine but others will want to use those high slots for Shields or Damage Mods. Still wish CCP would have given the other Scout suits (not light frames) a higher base range than the Galente Scout while allowing the bonus of the Gal to surpass other scouts at Lv3. They already have the low slots so they could always have the advantage if need be. Also not sure if Scout range is enough for non Gal Scouts - even at Range Lv5 they will still be inside the optimal range of an AR. To beat that you would have to give up one of your low slots which may be ok for the Caldari if it is 2/3 (not if it is 4/1). - So you are better off with good situational awareness as always. IMO if you really want Scouts to avoid combat then push that range a bit further and give them a bit more ability that they may feel less dependent on Reds and Greens. At the moment the only things we can easily forego are Rechargers and Shield Regulators.
OMG, someone that actually understands. I GÖÑ you |
Soldiersaint
Deepspace Digital
502
|
Posted - 2013.10.29 19:48:00 -
[194] - Quote
excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. The md is an explosives the fg is not. In other words the md should have a big blast radius but the forge gun should not. |
Soldiersaint
Deepspace Digital
502
|
Posted - 2013.10.29 20:03:00 -
[195] - Quote
Fizzer94 wrote:Apparently I know how to balance games. I pushed for all of these things except the repair tool buff. Wait whats wrong with us the healers getting a buff to our tools? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3527
|
Posted - 2013.10.29 20:03:00 -
[196] - Quote
Vin Mora wrote:Aeon Amadi wrote:Hotfix to getting killed by Dropship when ejecting? Switch seats then jump out. Theres your hotfix.
Nah, it's not just the driver seat mate. Happens to everyone.
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
|
Luther Mandrix
WASTELAND JUNK REMOVAL The Ascendancy
123
|
Posted - 2013.10.29 20:09:00 -
[197] - Quote
Any time frame on a fix for the can not sprint after deploying hives.This happens a lot. |
Fizzer94
L.O.T.I.S. Public Disorder.
669
|
Posted - 2013.10.29 20:13:00 -
[198] - Quote
Soldiersaint wrote:Fizzer94 wrote:Apparently I know how to balance games. I pushed for all of these things except the repair tool buff. Wait whats wrong with us the healers getting a buff to our tools? I just never thought of it. I didn't see any problem with repair tools. I really like this patch so far though.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
Flint Beastgood III
GunFall Mobilization Covert Intervention
277
|
Posted - 2013.10.29 20:14:00 -
[199] - Quote
RydogV wrote: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 !@#$.
You don't get points for repping UNLESS the friendly has recently wounded an enemy. If they only took damage without damaging the enemy, you get 0 points. /justsaying |
Flint Beastgood III
GunFall Mobilization Covert Intervention
277
|
Posted - 2013.10.29 20:17:00 -
[200] - Quote
Aeon Amadi wrote:Vin Mora wrote:Aeon Amadi wrote:Hotfix to getting killed by Dropship when ejecting? Switch seats then jump out. Theres your hotfix. Nah, it's not just the driver seat mate. Happens to everyone.
As a dropship passenger, I've never been killed in this way, but I have been pushed through the air for around 5-10 metres on various occasions. |
|
Flint Beastgood III
GunFall Mobilization Covert Intervention
277
|
Posted - 2013.10.29 20:19:00 -
[201] - Quote
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". |
Jadek Menaheim
WarRavens League of Infamy
184
|
Posted - 2013.10.29 20:45:00 -
[202] - Quote
Flint Beastgood III wrote:Aeon Amadi wrote:Vin Mora wrote:Aeon Amadi wrote:Hotfix to getting killed by Dropship when ejecting? Switch seats then jump out. Theres your hotfix. Nah, it's not just the driver seat mate. Happens to everyone. As a dropship passenger, I've never been killed in this way, but I have been pushed through the air for around 5-10 metres on various occasions.
Good to know. I'll put this through some test runs on a kamikaze fit.
T¦ì¦Ä¦ê-ä¦É-ü¦É¦ç¦ö-î¦ú¦£¦¦¦¥¦¦¦Ö¦á¦º-ꦦr-è-é-¥-è¦ç-â-î-å-¢¦+¦¿¦+-ö¦¦-Ö¦»¦¦-ô-£¦£u¦ô¦+¦ê¦+¦É-å¦à-¢¦Ä¦¢¦P¦+-ò-ê-Ħù¦á¦»¦¦¦ÿs¦ô-ü-ä¦Æ¦Æ¦Ç-á¦ò-¢¦ö¦ñ¦¼¦¦-থ-ܦá-즣¦¦T¦î¦è¦ë¦É¦ô¦ü-ù-¥¦ä-ù-ô¦¦-ö¦¡¦½¦¦¦«-û-ê¦á
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Johnny Guilt
Algintal Core Gallente Federation
311
|
Posted - 2013.10.29 20:52:00 -
[203] - Quote
Heavies and logibros rejoice!!!Reps for everyones! |
Skihids
Bullet Cluster Legacy Rising
2362
|
Posted - 2013.10.29 21:06:00 -
[204] - Quote
Luther Mandrix wrote:Any time frame on a fix for the can not sprint after deploying hives.This happens a lot.
So that's the trigger for the run bug?
I HATE that bug! It gets me killed in my most expensive fitting quite frequently. |
FORLORN555
Subdreddit Test Alliance Please Ignore
11
|
Posted - 2013.10.29 21:32:00 -
[205] - Quote
Remember remember the 5th of November |
Godin Thekiller
Hellstorm Inc League of Infamy
1332
|
Posted - 2013.10.29 21:38:00 -
[206] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right..
Calm before the storm I guess
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
TechMechMeds
Swamp Marines Kleenex Inc.
1097
|
Posted - 2013.10.29 22:01:00 -
[207] - Quote
Prius Vecht wrote:Jade Dragonis wrote:As a forge gunner I approve of the nerf. Direct hits are always more satisfying.
+1 agree on Forge. But splash still the worst part of Dust....no handheld weapon should get more than 1m or 30% of direct damage. This is a shooter. Stop rewarding people for missing. the scanning bonuses are a good start. scouts need more stuff like that. +70HP for heavies is like, 2 bullets.......you're still band-aiding the problem. I saw much better suggestions that included a flat % resistance to small arms fire like it says in the description and taking away the headshot bonus.
Rep tool buff is an indirect buff to heavies as well, expect to see it a lot more, I hope.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
|
Mr CreepyPasta
DUST University Ivy League
5
|
Posted - 2013.10.29 22:45:00 -
[208] - Quote
Nice showing heavies some love! I'm freakin' lovin' the new stuff can't wait for vehicle survivability update in 1.7! should be great! |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
296
|
Posted - 2013.10.29 22:48:00 -
[209] - Quote
Very satisfied with this patch if the fix to health bars for teammates is fixed in 1.7 along with the new weapons. If not, well, I'll be out of boosters by then, so....
Ninja spam artist and logistical nightmare
Amarr victor!
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
138
|
Posted - 2013.10.29 22:55:00 -
[210] - Quote
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." |
|
Zimander
A.N.O.N.Y.M.O.U.S.
4
|
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
|
Posted - 2013.10.30 00:00:00 -
[212] - Quote
MLT forge = 1320
Look it up. |
Tom Hamp
Subsonic Synthetics
4
|
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
|
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
|
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
|
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
|
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
|
Patrick57
GunFall Mobilization Covert Intervention
1077
|
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
|
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?
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
296
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
The Attorney General
MoIden Heath PoIice Department EoN.
1397
|
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.
|
Rusty Shallows
Black Jackals
444
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
|
Vrain Matari
ZionTCD Public Disorder.
1161
|
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
|
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
|
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?
|
doom UCHIHA
Dropsuit Destroyers
3
|
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
|
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
|
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?
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
295
|
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
|
TEXA5 HiTM4N
Rogue Spades EoN.
258
|
Posted - 2013.10.30 21:28:00 -
[248] - Quote
"* Several graphical fixes regarding SSAO and Shadows."
aww snap, got them next gen shadows.
|
keira hime
immoral planet kaisers
1
|
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?
|
D0LPH ZIGGLER
The New Age Outlaws WINMATAR.
1
|
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. |
|
OZAROW
WarRavens League of Infamy
1011
|
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
|
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.
|
Maken Tosch
DUST University Ivy League
4827
|
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.
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
297
|
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!
|
Scheherazade VII
expert intervention Caldari State
17
|
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
|
Levithunder
Butt Hurt Try Hards
124
|
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.
|
Scheherazade VII
expert intervention Caldari State
17
|
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
|
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.
|
DaNizzle4shizle
THE GOD'Z THEMSELVES The Scourge.
25
|
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. |
|
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.
|
DaNizzle4shizle
THE GOD'Z THEMSELVES The Scourge.
25
|
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
|
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.
|
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
|
Rorian Gray
HavoK Core RISE of LEGION
73
|
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.
|
GENERAL FCF
Sentinels of New Eden
0
|
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
|
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
|
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. |
|
Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
345
|
Posted - 2013.11.01 15:31:00 -
[271] - Quote
If you're a heavy trying to shoot a guy from 75m away using the HMG, you're doing it wrong.
Hop in a LLAV and close the distance. Or better yet, stay with your squad and let the enemy come to you. |
Tom Hamp
Intara Direct Action Caldari State
4
|
Posted - 2013.11.02 06:41:00 -
[272] - Quote
Sana Rayya wrote:If you're a heavy trying to shoot a guy from 75m away using the HMG, you're doing it wrong.
Hop in a LLAV and close the distance. Or better yet, stay with your squad and let the enemy come to you.
one on one with another heavy is a decent fight but if his little AR butt buddy comes along he is a b***h and trust me that's no fun and I have done where they carry a boundless and I still get'm with the MH-82 it makes ya think there's something broken with the boundless its weird. |
DiGreatDestroyer
CHACALES
30
|
Posted - 2013.11.02 12:16:00 -
[273] - Quote
Rei Shepard wrote:Damn thats even less then 1.5....i hate to be right..
They said this was only for polish, 1.7 is gonna be content filled :D |
Eris Ernaga
DUST University Ivy League
624
|
Posted - 2013.11.02 14:09:00 -
[274] - 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.
That's kinda unrealistic how about making it so that if a turrets hit an object the turret stops unless it's something small like a lamp post in which case it'll break the lamp post? Just seems unrealistic and the fact that you can't shoot during seems irritating. |
Draco Cerberus
Hell's Gate Inc
456
|
Posted - 2013.11.02 15:12:00 -
[275] - Quote
As much as these updates were needed they still don't fix the problems with Logi Bros not having the ability to last for more than a few seconds under enemy fire. We'll have to see how this is implemented to really understand how a High HP heavy can screw things up for people after this is implemented.
Instead of buffing a repair tool, giving a nice warm buff to nanohives would be a welcome modification. With the higher HP of heavies they will be more likely to such my rep hives dry in shorter time.
Stop pushing that damnable repair tool on me, if I don't have a gun in my hands I am an f'n bullet sponge!
|
NextDark Knight
Hellstorm Inc League of Infamy
90
|
Posted - 2013.11.02 15:19:00 -
[276] - Quote
Still, I would like to see the data that caused CCP to put a reduction to the splash on the forge gun. The only thing I can think of is Caldari Heavies will get a 30% increase to heavy weapon splash damage when they are released. I can see the bonus going to either splash damage or return of the removed zoom function. The Forges in the current state before the reduction are balanced. People complain about tower camping but OMG those tower campers are so easy to kill so it's a non-issue. You have less ground pounders and most of the FG Snipers have tunnel vision anyway and never see my boot before it crushes them.
You know, it would be a interest if it would be possible to do a query on past battles.. How much information is saved about the battle.. Can I do SELECT 'KILL/DEATH' FROM ALL 'FORGE GUNNERS' WHERE LOCATION ABOVE '65m' AND 'NEXTDARK KNIGHT' IS LOCATED IN BATTLE. |
The Minoan ManiacArchon
Max-Pain-inc Dark Taboo
8
|
Posted - 2013.11.02 17:25:00 -
[277] - Quote
OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..? |
Shotty GoBang
Pro Hic Immortalis
1910
|
Posted - 2013.11.02 18:22:00 -
[278] - Quote
The Minoan ManiacArchon wrote:OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..?
I've heard folks mention this affect running Ferroscale (not Reactive). Haven't tested or confirmed. If it was the case, it may have been patched. |
agent caron
DUST University Ivy League
2
|
Posted - 2013.11.02 18:40:00 -
[279] - Quote
what about the bug where you would freeze at some menues. market, info, squad finder, ect.
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Shotty GoBang
Pro Hic Immortalis
1910
|
Posted - 2013.11.02 19:01:00 -
[280] - Quote
agent caron wrote:what about the bug where you would freeze at some menues. market, info, squad finder, ect.
"Fixed an issue where players would hang at the Show Info window if closed rapidly." |
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Icedslayer
SVER True Blood Public Disorder.
141
|
Posted - 2013.11.02 19:45:00 -
[281] - Quote
Shotty GoBang wrote:The Minoan ManiacArchon wrote:OK so I've noticed something else and, with the ooportunity of a new update I'm throwing it out there to see if anyone else has moticed it...
When changing a armour repair module, for a reactive plate, you get a slight increase in walking/run speed... Has anyone else noticed this..? I've heard folks mention this affect running Ferroscale (not Reactive). Haven't tested or confirmed. If it was the case, it may have been patched.
This bug/glitch has been around for a long time. Just show how incompetent CCP is, They nerf the scout strafe speed but allow this bug to be in and abused for months. It actually made me quit the game, why should someone that already is giving up there EHP get there speed nerfed aswell? But you have all these gallente logi's that can slap damage mods on and use that bug and strafe twice as fast as a scout.
This game is broken, CCP has shown time and time again they don't give a f@ck about Scouts, its all about the medium suits.
Ill even make a bet of 10 mill isk that come 1.7 that bug still wont be fixed
All i can say is, if CCP doesn't deliver in 1.7 (Madd scout love/buffs iam talking about) i probably wont be coming back until they release a PS4 version |
IgniteableAura
Pro Hic Immortalis
281
|
Posted - 2013.11.03 05:33:00 -
[282] - Quote
Himiko Kuronaga wrote: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.
Heavies are not supposed to evade, hence the hp buff, which gives you at least 4 extra bullets worth of tank and like stated before is similar to my entire hp pool.
Evasion? Haha yea right. I can no longer speed tank because 1. Bullets are magnetized to scouts, therefore, deaths are constantly mid air or behind solid walls. Auto aim. 2. No limit on turn speeds anymore.
6m is not significant. 6m is shotgun range. Thats imperceivable pn the radar. Only scout it actually benefits is the gal scout. Now a reduction of scan profile....yes that would have been nice and appropriate and useful to all scouts. A buff is a buff and im happy we got one, but it's not likely to change the situation.
PHI Recruitment
or PHIsh Tank in game
Twitch
|
NextDark Knight
Hellstorm Inc League of Infamy
90
|
Posted - 2013.11.03 15:21:00 -
[283] - Quote
Rorian Gray wrote: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.
Wasn't this implemented to fix a bug with hotmicing causing the game to lockup or run really slow? Anyways.. Still waiting for CCP to release the data on why the forge is being reduced. I want to see ## not a bunch of whiny hiney that don't understand the forge. |
keira hime
Dead Six Initiative Lokun Listamenn
3
|
Posted - 2013.11.03 16:00:00 -
[284] - Quote
Laurent Cazaderon wrote:xxwhitedevilxx M wrote:Laurent Cazaderon wrote:Spkr4theDead wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. I have proficiency 3 and think the nerf is just fine. Nice to hear a FG user being ok with it. I was sure it wouldnt bother those used to FG snipe as they know their ways. On a side note, comparing MD and FG is bad. MD is supposed to be an area denial weapon. FG snipe is more like Thor's divine punishment. You just suddenly die. LOL. At least, THor will have to be more accurate now does this mean my dropships won't be suddenly FG'd out of the sky |
Necandi Brasil
DUST BRASIL S.A Covert Intervention
423
|
Posted - 2013.11.03 16:08:00 -
[285] - Quote
PvE ???
A DUST BRASIL S.A precisa de você ! Junte-se a nós !
Hey CCP, give me PvE!
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
856
|
Posted - 2013.11.03 23:07:00 -
[286] - Quote
Necandi Brasil wrote:PvE ???
"NEVAH!" cit. Any CCP Dev
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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THE BOB 23
Ghost Reconnaissance Unit
0
|
Posted - 2013.11.04 05:52:00 -
[287] - Quote
yes! , improved hit detection
HELLO PEOPLE OF THE INTERSNET
|
Quidam Brujah
Molon Labe. RISE of LEGION
5
|
Posted - 2013.11.04 06:34:00 -
[288] - Quote
All that Logi/Heavy stuff is great. How about fixing those wonder PS3 lockups that happen randomly? This is the ONLY game/app that locks up my BOTH of my PS3s (a 'slim' and a 'non-slim') randomly. |
The dark cloud
The Rainbow Effect
1823
|
Posted - 2013.11.04 07:45:00 -
[289] - Quote
I would like to know if the militia heavy is getting a HP buff which is somewhat in line with the regular heavy buff. |
itsmellslikefish
DIOS EX. Top Men.
491
|
Posted - 2013.11.04 19:12:00 -
[290] - Quote
No Mic fixes?
"Profanity is the one language all programmers know best"
|
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Sam Booty
Valor Coalition
9
|
Posted - 2013.11.04 19:47:00 -
[291] - Quote
Still no fix for critical points such as:
- Limit the amount of tanks in ambush specially in 50 clone ambush matches. - Lower the speed and armor of logistics LAVs to avoid murder taxi. - Make anti-vehicles and swarm launchers more effective.
Basically make tankers and LAVs afraid of swarm launchers and AV weapons. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
308
|
Posted - 2013.11.04 22:03:00 -
[292] - Quote
excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it.
Because MD's instant kill you. Because MD's can camp an objective 350m at the top of a tower and instant kill you. Because MD's are SO OP they require a nerf because you're butthurt you can't snipe with an AV weapon to infantry anymore.
Director (Management)
D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
|
Stikki Tin-Mi
A.N.O.N.Y.M.O.U.S.
35
|
Posted - 2013.11.04 22:10:00 -
[293] - Quote
medomai grey wrote:Repair tools might be too strong but like the other changes. Are you kidding? As of now do you bring a rep tool to pc matches? No? Me neither because they are too weak to be effective.
The ability to learn is what makes us real men and women. Those who think they know better always wonder why they fail.
|
Flaminius-Aurelius Julius
DUST University Ivy League
93
|
Posted - 2013.11.04 22:17:00 -
[294] - Quote
HEAVY NERFS ARE OVER!!! PRAISE BE KEVALL!!!
Veni, Vedi, Veni
|
Dachande Anasazi
Crux Special Tasks Group Gallente Federation
81
|
Posted - 2013.11.04 22:46:00 -
[295] - Quote
what do you mean by stabilization? |
dogmanpig
black market bank
28
|
Posted - 2013.11.05 00:41:00 -
[296] - Quote
Jadd Hatchen wrote: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* 2 - 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? i foresee HAV will have problems firing,lots of them (gallente more then caldari) and dropships never be able to fire once they take off.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
|
Klash 816
Sanguis Defense Syndicate
61
|
Posted - 2013.11.05 02:54:00 -
[297] - Quote
I just hope 1.7 doesn't break everything so that 1.8 doesn't have to be another round of bug fixes :/
~~~~~~~~~~~~~~~~~~~~~
With Blood and Iron
We Klash-
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Maken Tosch
DUST University Ivy League
4937
|
Posted - 2013.11.05 06:36:00 -
[298] - Quote
Its almost time...
CCP, please fix the Nova Knives. Thank you.
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SgtDoughnut
Red Star Jr. EoN.
357
|
Posted - 2013.11.05 08:27:00 -
[299] - Quote
Sephirian Fair wrote:I can't believe you don't have the fix to the comms bug that we've had since the beginning of 1.5 in this patch. You haven't even had the courtesy to give those of us having to deal with it any information on the error that's been happening.
Thank goodness the character switch works as a temporary fix, or you would have lost another player today due to your gross negligence. This patch already is a bare bones one and you can't even fix one of the more crucial bugs in your game.
You apparently do not understand how patching and programming works, patches get released when they are done, its not like they haven't been working on it, they just have not found a solution yet. Slow your roll man, it will get fixed eventually. |
Daigon VII
The Enclave Syndicate Dark Taboo
13
|
Posted - 2013.11.05 08:52:00 -
[300] - Quote
The commando suit is usable now. |
|
NextDark Knight
Hellstorm Inc League of Infamy
92
|
Posted - 2013.11.05 12:10:00 -
[301] - Quote
Cenex Langly wrote:excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well.
How about eliminating red line kills/WP? That would make a small patch worth it. Because MD's instant kill you. Because MD's can camp an objective 350m at the top of a tower and instant kill you. Because MD's are SO OP they require a nerf because you're butthurt you can't snipe with an AV weapon to infantry anymore.
You understand a "heavy" is a large target at 400m ... they also have to stick that big head over to actually "see".. doing this causes them to ... die very quickly.
I hope CCP is realizing that soon a heavy will be able to take a direct forge gun blast which removes any and all balance form the forge gun. Going to play some matches tonight but seriously this does not look good for Forge gun users at all. Slippery slope!!!!!!!!
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Maken Tosch
DUST University Ivy League
4945
|
Posted - 2013.11.05 15:30:00 -
[302] - Quote
I don't notice anything different about the nova knives. CCP, what the hell kind of improvements did you make to the nova knife hit detection?
CCP, please fix the Nova Knives. Thank you.
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Maken Tosch
DUST University Ivy League
4948
|
Posted - 2013.11.05 16:53:00 -
[303] - Quote
Maken Tosch wrote:I don't notice anything different about the nova knives. CCP, what the hell kind of improvements did you make to the nova knife hit detection?
I'm waiting.
CCP, please fix the Nova Knives. Thank you.
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Shotty GoBang
Pro Hic Immortalis
1954
|
Posted - 2013.11.05 19:04:00 -
[304] - Quote
Sad to hear about the Knife Fix (or lack thereof) :-(
The Shotgun Fix, in contrast, appears to have been effective: https://forums.dust514.com/default.aspx?g=posts&t=119513&find=unread
Looking forward to Dev feedback on Knives. Receiving consistent reports of "no change" from Scout Brothers. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
402
|
Posted - 2013.11.05 19:31:00 -
[305] - Quote
Is that it? Even less than the last few patches. I didn't think that were possible. They must have like only a handful of guys working on the game because other games I am playing now are getting patch note lists many many times longer, and they come bi-weekly. True its not quantity but quality we are after. However that doesn't get the game progressing at a decent speed. |
Bethhy
Ancient Exiles
269
|
Posted - 2013.11.06 00:34:00 -
[306] - Quote
I Deeply appreciate the calculated small patches with minimal issues. Hoping these can become smooth and fast enough so we could possibly have multiple small fast firing patches per month..
Opposed to one massive content patch per month... then 1-2 weeks of hot fixing...
This method will only improve your client base satisfaction with a stable product growth.. But also give a continuous attention focus on this product and investing play time to be ready for a consumer confident growing game.
Thanks for your efforts guys. |
hydraSlav's
Ostrakon Agency Gallente Federation
329
|
Posted - 2013.11.06 04:27:00 -
[307] - Quote
Change notes say both Scout and Light frames changed to 16m Scan Radius I am seeing in-game that Light frames have 20m Scan Radius
Mistake or intended? Why would a non-specialized suit be better than a specialized scout suit?
Dust Fitting Tool
|
DeeJay One
Guardian Solutions DARKSTAR ARMY
110
|
Posted - 2013.11.06 19:59:00 -
[308] - Quote
Crap, just launched EVE after patch tuesday - the patch was quite heavy there, you really prepared some background changes there - did you? ; |
Koan Zalinto
Bobbit's Hangmen
22
|
Posted - 2013.11.07 02:42:00 -
[309] - Quote
Crap- puls out calculator to figure out new scan radius XD |
Amruk Jackal
R 0 N 1 N
40
|
Posted - 2013.11.07 03:30:00 -
[310] - Quote
I demand that patch 1.5 be reinstated. This new patch is utter garbage. At least in 1.5 I had a chance of running away as a scout now there's no point, militia scrubs who are fresh out of the battle academy with no skills can now easily take me out in two shots with a militia AR.
If this is CCP's way of saying playing as a scout is a scam then fine, I'll switch over to a medium suit since that's what they want. |
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WASTED MERC
The Southern Legion The Umbra Combine
39
|
Posted - 2013.11.07 10:36:00 -
[311] - Quote
excillon wrote:There goes my interest in forge guns...if you're going to nerf that, nerf the MD as well..
MD's got nerfed a long time ago and you want more nerf for the MD?
Nerf/buff weapons based on average rolling kill count/weapon being used, that would be fun.
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Painekiller0112
Omega Elite Mercs INC.
3
|
Posted - 2013.11.09 05:00:00 -
[312] - Quote
Yes! Finally, the heavy gets some recognition! Loving the buff guys! |
Lynn Beck
Granite Mercenary Division
217
|
Posted - 2013.11.11 20:49:00 -
[313] - Quote
I see that you failed to list the laser rifle nerf.
-Newly proclaimed Lazor Riffle master-
Armored core fan - life hacks -
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
180
|
Posted - 2013.11.13 21:29:00 -
[314] - Quote
Lynn Beck wrote:I see that you failed to list the laser rifle nerf. ???
an easy fix to Matchmaking
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xKainx Death
Algintal Core Gallente Federation
0
|
Posted - 2013.11.15 05:50:00 -
[315] - Quote
It doesn't help this game is still **** next to all the other FPS out there. I think this game played better as a ******* beta then what it is now. You want me to keep playing this pile of ****. CCP you better send me a box of controllers. Hey CCP Bungie is now 3rd party and are a lot better at FPS then you are .... clearly. |
Rainbow Dash999
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.11.29 00:42:00 -
[316] - Quote
I love how i don't get stuck in front of HAV's any more GOD that was so frustrating |
Commander Dizzle
Closed For Business For All Mankind
25
|
Posted - 2013.12.01 19:10:00 -
[317] - Quote
xKainx Death wrote:It doesn't help this game is still **** next to all the other FPS out there. I think this game played better as a ******* beta then what it is now. You want me to keep playing this pile of ****. CCP you better send me a box of controllers. Hey CCP Bungie is now 3rd party and are a lot better at FPS then you are .... clearly.
I don't think you have considered that DUST514 is CCP's first ever FPS. I also don't think you have considered that DUST514 is also the first MMOFPS that is run from a single shard server that is part of an ever-developing universe that is New Eden.
A strong majority of us have been here for 10 years and know that building the core game is needed first, but the cryers that want other things done to better suit them puts a hold on core mechanics.
If you can't handle the heat, get the hell out of the kitchen. While you're at it, you can get off our lawn.
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Omni-Soul
2Shitz 1Giggle
5
|
Posted - 2013.12.02 18:09:00 -
[318] - Quote
Commander Dizzle wrote:xKainx Death wrote:It doesn't help this game is still **** next to all the other FPS out there. I think this game played better as a ******* beta then what it is now. You want me to keep playing this pile of ****. CCP you better send me a box of controllers. Hey CCP Bungie is now 3rd party and are a lot better at FPS then you are .... clearly. I don't think you have considered that DUST514 is CCP's first ever FPS. I also don't think you have considered that DUST514 is also the first MMOFPS that is run from a single shard server that is part of an ever-developing universe that is New Eden. A strong majority of us have been here for 10 years and know that building the core game is needed first, but the cryers that want other things done to better suit them puts a hold on core mechanics. If you can't handle the heat, get the hell out of the kitchen. While you're at it, you can get off our lawn. Very true. Many of the patches and fixes are done BECAUSE of the players wanting this or that WE as the gamers effect how CCP develop the game. No game DEV wants to make a game that players hate but if we have so many complaining because they can't be a god this game will be continue to stray from what it is meant to be.
Nothing better then killing a proto with a full milita suit.
https://dust514.com/recruit/o8Fojm/
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