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TechMechMeds
Swamp Marines Kleenex Inc.
1297
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Posted - 2013.11.07 10:40:00 -
[31] - Quote
I'd suggest scrapping all notion of trying to hook new players and concentrate on what you have, consider it still in beta, re launch on ps4, those that don't stay now will be back for it on ps4. Simple.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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TechMechMeds
Swamp Marines Kleenex Inc.
1297
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Posted - 2013.11.07 10:44:00 -
[32] - Quote
8213 wrote:CCP tried to stick to something they believed in...
Not nearly enough people bought into it...
Completely changing the game and how it was envisioned to be played is a pathetic attempt for CCP to salavage something from this debacle...
They aren't going to keep funding a losing project for the fun of it anymore. They need to be like every other shooter if they hope to make back their investment...
Remember what the new Executive Producer said "We're going to turn up the action..."
You are right but where you go **** up completely wrong is the 'funding a losing prtoject' f2p does not compete, there's no production cost of burning millions onto CD and 10 years of subscriptions from hundreds of thousands of players from eve is a lot of cash considering CCP is also half the size of other game companies. The don't have to 'compete' like other companies, why do you think CCP is so laid back lol.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Acturus Galaxy
duna corp
162
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Posted - 2013.11.07 11:07:00 -
[33] - Quote
Am I really the only one that remembers Chromosome as broken? We had greater versatility but also allot of broken mechanics. - Lasers that melted my proto heavy in less than half a second - Proto tanks that was unkillable and totally annihilated the other team in ambush matches - Proto heavy builds that cost close to 500k isk, was twice as expensive as the other suits. - Shotguns that could one hit kill at 15 meters distance - Scouts that was impossible to hit due to poor hit detection - Mouse users having tremendous advantage turning 180 degress in an instant - Keyboard users having advantage driving tanks - Very small ambush maps, some either a laser show or everyone was using ARs with sharpshooter 5, could kill anyone from across the map area. - Keyboard straffing players that was unhittable by DS3 users - Forge guns destroyed LAVs on one hit - TTK was shorter in Chromosome than what we have today
There is definitely still room for improvement in Uprising, I am not saying it is perfect today, but definitely better than Chromosome, many of the flawed mechanics was fun for the part that used it compared to the ones that was on the opposite end of the laser death beam etc. |
IceStormers
Forsaken Immortals Top Men.
65
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Posted - 2013.11.07 12:32:00 -
[34] - Quote
I dont miss chromosome, alot has improved
from your list the mouse and keyboard still needs work TTK was shorter only after the damage buff, which was needed as a general rule but not for AR they worked great back then (apart from range)
we need all the bullet physics to come in, bullet drop, less accurate at range (snipers having to aim high or low depending on range) damage reduction at range more sensible, then balancing can start productively
the real bane for me with this build is AR (still) and unkillable vehicles, with people driving/flying around cant be killed then just jumping out to kill or cap (granted thats being fixed in 1.7)
but even with all that was wrong with Chromosome it was fun to play, we will alwyas have fotm weapons but they should be close and have a good counter
we are far from done with weapon balance, its never going to end.
For example why is the best weapon in the game also the one with the least fitting requirements?
in EvE grid requirements were used to make certain weapons only viable with certain builds as a trade off, the higher potential the dps the higher the fitting needs, which ofc means less tank etc in Dust if i want more HP i end up fitting an AR or shortly it will be the Combat Assault Rifle
AOE weapons mass driver/forge/nades etc should be big damage and the skill should be about not TKing, currently i use AR in FF games and important games and mass driver for fun (winning as im sure most of you will agree is not fun, its got to be a close fight / game)
half the modules i was looking forward to playing with and testing out fits with i dont get to use anymore as its all tank tank tank to avoid a split second death |
Haerr
Molon Labe PC RISE of LEGION
86
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Posted - 2013.11.07 12:47:00 -
[35] - Quote
Dust 514 had a lot of issues back in chromosome but it was still a lot more fun to play than what we have today.
Is the breach shotgun working as inteded?
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TechMechMeds
Swamp Marines Kleenex Inc.
1302
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Posted - 2013.11.07 13:01:00 -
[36] - Quote
IceStormers wrote:I dont miss chromosome, alot has improved
from your list the mouse and keyboard still needs work TTK was shorter only after the damage buff, which was needed as a general rule but not for AR they worked great back then (apart from range)
we need all the bullet physics to come in, bullet drop, less accurate at range (snipers having to aim high or low depending on range) damage reduction at range more sensible, then balancing can start productively
the real bane for me with this build is AR (still) and unkillable vehicles, with people driving/flying around cant be killed then just jumping out to kill or cap (granted thats being fixed in 1.7)
but even with all that was wrong with Chromosome it was fun to play, we will alwyas have fotm weapons but they should be close and have a good counter
we are far from done with weapon balance, its never going to end.
For example why is the best weapon in the game also the one with the least fitting requirements?
in EvE grid requirements were used to make certain weapons only viable with certain builds as a trade off, the higher potential the dps the higher the fitting needs, which ofc means less tank etc in Dust if i want more HP i end up fitting an AR or shortly it will be the Combat Assault Rifle
AOE weapons mass driver/forge/nades etc should be big damage and the skill should be about not TKing, currently i use AR in FF games and important games and mass driver for fun (winning as im sure most of you will agree is not fun, its got to be a close fight / game)
half the modules i was looking forward to playing with and testing out fits with i dont get to use anymore as its all tank tank tank to avoid a split second death
Yep, key problem as well. You get punished for customising, its all tank
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Acturus Galaxy
duna corp
162
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Posted - 2013.11.07 13:11:00 -
[37] - Quote
TechMechMeds wrote:Yep, key problem as well. You get punished for customising, its all tank
I agree, and the problem is most likely caused by the common use of damage mods. Only way to counter stacked damage mods is tank or dps and only way to counter the tank is to stack more damage mods.
Increasing tank will make it much worse for new players and even more obligatory to stack damage mods. New form of defensive or offensive modules are needed or it will never change. The stealth part of the game might persuade some to add scanning modules instead of tank, but still the incentive is not high enough, I hope this will change in the future.
Removing weapon proficiency and damage mods will decrease the advantage veteran players have, I think there still need to be an advantage having played for a year, spend money on boosters etc. compared to the new player.
And new powerfull weapons for the heavy that would require certain shield type modules to protect against could also change the dymanic I think. Deployable mobile shields, deployable drones where you need modules to increase control range of the drones and their abilities etc. |
Acturus Galaxy
duna corp
163
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Posted - 2013.11.07 13:19:00 -
[38] - Quote
We could also have a module that added an extra layer of armor that only once would protect against a deadly explosion. Could decrease the grenade spamming issue slightly and you would have less tank or damage modules added. |
Acturus Galaxy
duna corp
163
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Posted - 2013.11.07 13:20:00 -
[39] - Quote
Or a module that protected you against nanite injectors, I am sure some would be very gratefull for this module |
dent 308
Subdreddit Test Alliance Please Ignore
1948
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Posted - 2013.11.07 13:38:00 -
[40] - Quote
Acturus Galaxy wrote:Or a module that protected you against nanite injectors, I am sure some would be very gratefull for this module
I want a needle that can inject reds before they bleed out, hold them there for an extended period of time, and then detonate when one of their logi tries to rez. Zombie Bomb needle as it were.
an art
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IceStormers
Forsaken Immortals Top Men.
66
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Posted - 2013.11.07 15:18:00 -
[41] - Quote
Eve's use of dmg mods is good
it worked on the basis on using low slots for damage mods so damage mods means less armor tank / less passive shield rep / less capacitor
for those who dont know, capacitor is used to fire guns, boost your shields and rep your armor
all this meant you could not run your best tank and your best damage at the same time, it was about balance and tactics
We dont have capacitor for a good reason (active tanking on a suit would be a nightmare to balance and use) , however we are missing the ability to repair while engaged in a fight
i would like to "try" having self armor reppers in highs and have them provide serious amounts of reps so it does regenerate during engagements
also having passive shield regen modules in lows to have the same effect then have the rep tool rep both shield and armor and remove the shields current delay and super boost back to full
Another option would be to make the rep tool an always on aoe around the player, so squads close to each other benefit (still shield and armor) it would affect you and those around you with a decent area of affect, you can be affected by more than one so it should not be an insane rep amount but enough to make fights last longer, have people want to stay near others
this would also fix the current issue of not being able to see who needs reps and it means if you need reps head to your nearest bright yellow object ;D
at current level and plucked out of my head i would start this off at 50hp/s for proto rep tool (it would provide 50hp/s total to someone split equally between shields and armor until one is full then full rate to the other) you could set a cap but tbh if enough team members are all running them and all that close together to self rep a silly number then change your tactics and wip and a forge and enjoy the kill feed
this still requires a drop in AR damage but rest of the weapons would work fine i think |
Tailss Prower
501ST JFW StrikerZ Unit
126
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Posted - 2013.11.07 15:24:00 -
[42] - Quote
CHIPMINT BUTTERCUP wrote:They just need to move this game over to the PC and give up on the PS3. Trust me the PC people wouldn't play it any more than we do because the problem is CCP and their lack of motivation and not so much the PS3 |
Drapedup Drippedout
G.U.T.Z
74
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Posted - 2013.11.07 15:31:00 -
[43] - Quote
TechMechMeds wrote:I thought I was going to get told to stfu by scrubby sht bags, I hope your reading this thread CCP.
STFU.
Yours Truly,
Scrubby sht bag |
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