Pages: 1 2 [3] 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
4447
Pure Innocence. EoN.
813
|
Posted - 2013.11.12 03:10:00 -
[61] - Quote
Iron Wolf Saber wrote:4447 wrote:CCP, I love what you've done with TTK it means i can kill more people with one mag, not 2 mags to kill one. I managed 4 on one mag today. Aim better.
can you read?
I can kill more people with one mag.(this is now)
not two mags to kill one.(this is before)
|
Rowdy Railgunner
Xer Cloud Consortium
142
|
Posted - 2013.11.12 03:15:00 -
[62] - Quote
Why do people think that they gave weapons a 10% buff? They never did that. Weapons were already that powerful. All they did was move it from a character skill to directly on the weapon. There was never a buff, if anything there have only been nerfs to weapon damage since open beta. Get your facts straight. |
SgtDoughnut
Red Star Jr. EoN.
365
|
Posted - 2013.11.12 03:33:00 -
[63] - Quote
Great post IWS, I have no idea why people obsess over low TTK games. I mean yes having your TTK way to high makes it where people can just be stupid and run straight at a group of enemies, but crazy low TTK just turns it into a twitch shooter which are boring as hell. And for rowdy above me, they did give all weapons a 10% buff to dmg during the change from Chomosome to Uprising the skill they removed was sharpshooter which they retooled on some weapons to be a disperson skill. The old sharpshooter had AR's shooting at LR ranges, HMG's shooting at AR ranges, and LR's shooting at sniper ranges. |
Rowdy Railgunner
Xer Cloud Consortium
142
|
Posted - 2013.11.12 03:35:00 -
[64] - Quote
SgtDoughnut wrote:Great post IWS, I have no idea why people obsess over low TTK games. I mean yes having your TTK way to high makes it where people can just be stupid and run straight at a group of enemies, but crazy low TTK just turns it into a twitch shooter which are boring as hell. And for rowdy above me, they did give all weapons a 10% buff to dmg during the change from Chomosome to Uprising the skill they removed was sharpshooter which they retooled on some weapons to be a disperson skill. The old sharpshooter had AR's shooting at LR ranges, HMG's shooting at AR ranges, and LR's shooting at sniper ranges. No, weaponry used to give a 2% per level damage boost to weapons. Now it just unlocks the different classes. |
Pent'noir
Algintal Core Gallente Federation
179
|
Posted - 2013.11.12 03:37:00 -
[65] - Quote
I was looking for any reference to aim assist, but didn't find any. It doesn't help so much in short range, but does help with medium and long distance. I'd like to see AA removed. The iron sight has a big fat bar to aim with, which makes it hard to get distant kills, but the laser has a nice point to aim with for long distance. Make the sights reflect more about their intended gun range.
I agree that some guns need a nerf more than others, but I'd say that they all need a large damage reduction. Shaving off a couple points of damage from each bullet wont do much to extend the gun fighting time. It currently feels like we aren't even wearing armored high tech suits. |
DJINN Marauder
Paladin Survey Force Amarr Empire
2831
|
Posted - 2013.11.12 03:44:00 -
[66] - Quote
Someone suggested adding multiple hit boxes to the player. Efficiencies:
100% - Head 60% - Chest 50% - Lower Torso 30% - Limbs
This could outright fix ttk issues no?
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 2
|
Iron Wolf Saber
Den of Swords
10147
|
Posted - 2013.11.12 03:57:00 -
[67] - Quote
DJINN Marauder wrote:Someone suggested adding multiple hit boxes to the player. Efficiencies:
100% - Head 60% - Chest 50% - Lower Torso 30% - Limbs
This could outright fix ttk issues no?
I would like similar done for vehicles (treads, side, cockpit, turret ect ect) and not only that expanded to classes further (IE heavy has a lower multiplier overall) but overall HP increasing or EHP would have a long turn around time and would need an extensive balance pass to make work and feel right after all is said and done.
Someone else brought it up another reason why you want a somewhat longer TTK is to encourage excellence in gun play. Short TTK is as most of you folks put caters to the scrubs. Those with excellent gun game are nearly unphased by longer TTKs. Similar to the forge gun splash nerf. I am fairly certain if you removed the splash entirely from the forge gun you will still get complaints about forge gun snipers because the best of the best of the FG snipers hit center mass for their kills.
AA I am a bit iffy on the controls for non keyboard and mouse and keyboard and mouse still has various degrees of disparity between the two. It's going to require far more refinement regardless though.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1977
|
Posted - 2013.11.12 03:59:00 -
[68] - Quote
Iron Wolf Saber wrote:DTOracle wrote:I would like to add that the base Dropsuit speed be brought back up, especially for scouts. Since the hit detection is fixed, I want my 11+m/s back. Scouts are simply too slow ATM. I wished that was a solution but we're at our speed limits almost. (proto minni scout + max proto kin kats = almost breaking game) Its still slower than open beta scouts
plus raising base speed would not increase sprint speed |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1977
|
Posted - 2013.11.12 04:00:00 -
[69] - Quote
DJINN Marauder wrote:Someone suggested adding multiple hit boxes to the player. Efficiencies:
100% - Head 60% - Chest 50% - Lower Torso 30% - Limbs
This could outright fix ttk issues no?
This would push the PS3 budget too far according to CCP |
Lightning xVx
R 0 N 1 N
332
|
Posted - 2013.11.12 04:12:00 -
[70] - Quote
Iron Wolf Saber wrote:DTOracle wrote:I would like to add that the base Dropsuit speed be brought back up, especially for scouts. Since the hit detection is fixed, I want my 11+m/s back. Scouts are simply too slow ATM. I wished that was a solution but we're at our speed limits almost. (proto minni scout + max proto kin kats = almost breaking game)
.....Your shitting me? How in the world is that almost breaking the game? If anything it's our only advantage. Plus, will there be a fix on stunlocking and phantom running for Scouts? |
|
Iron Wolf Saber
Den of Swords
10147
|
Posted - 2013.11.12 04:20:00 -
[71] - Quote
Lightning xVx wrote:Iron Wolf Saber wrote:DTOracle wrote:I would like to add that the base Dropsuit speed be brought back up, especially for scouts. Since the hit detection is fixed, I want my 11+m/s back. Scouts are simply too slow ATM. I wished that was a solution but we're at our speed limits almost. (proto minni scout + max proto kin kats = almost breaking game) .....Your shitting me? How in the world is that almost breaking the game? If anything it's our only advantage. Plus, will there be a fix on stunlocking and phantom running for Scouts?
I think a better option is to give scouts less of a strafe and back pedal penalty or none at all for them allowing them to have a means of agility and role defining characteristic for its size. (while giving everyone else the pack pedal speed penalty)
Overall the problem with the speed limit is the game doesn't know what to do with infantry moving that fast. This is probably why earlier builds did have infantry to infantry collision damage and they where not supposed to. While its something I too would like to see done tis not a viable option in the short run because you will get faster heavies and faster mediums and the mediums are going to role stomp on the scouts even more so when the scout's own speed cannot be risen any further.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
Iron Wolf Saber
Den of Swords
10147
|
Posted - 2013.11.12 04:22:00 -
[72] - Quote
This post was too good to pass up
Ghost Kaisar wrote:
Good to see that you aren't afraid to speak your mind.
On the other hand, raising TTK makes engagements less focused on gun game, and more on appropriate counters and tactics.
TL;DR for those who are lazy. Damage values are percentage based, which yield larger values from higher bases. By decreasing TTK, you devalue that percentage (for example, right now the bonus is killing 0.1 seconds faster, but with a higher base, that bonus could be increased to about 0.5)
If you increase TTK, using weapons that are more effective vs. shields or armor would play a major factor in who wins firefights, not just who can apply DPS the fastest (hence the AR or ScR spam nowadays)
FOR EXAMPLE:
Gallente GK.0 vs Caldari CK.0 (assume stereotype tanking, with gallente stacking armor and caldari stacking shields)
lets just assume equal eHP, with 600 total. 100-500 for GK.0 and 500-100 for CK.0
Lets say that they both use AR's.
Standard DPS for AR is about 440
The Armor tank will rip through the shields in 1 second and the armor in 1/4 of a second. TTK is now roughly 1.25 seconds. The Shield tank will rip through the shields in .2 seconds and the armor in 1.26 seconds. TTK is now 1.4
The difference is around 0.15 seconds. Thats a measly 66 damage with the AR. About 2 bullets difference. You miss 2 shots, and the armor tank loses his advantage.
Now lets say that we increase the TTK. Lets make them heavies with 2000eHP instead.
700-1300 vs. 1300-700 <-------- I know it's not realistic, thats not the point. I've really increased the eHP. Lets see the effect
So now we have to deal 2000 damage with a 440 DPS weapon. With an AR, the armor tanked heavy will kill the targets shields in 2.7 seconds and kill the armor in 1.7. TTK is now 4.4 seconds.
Now lets compare that to the other shoe. The Shield tanked one will kill the shields in 1.4 seconds and get through the armor in 3.3 seconds. Total TTK is now 4.7
That's only a .3 second difference, but that difference is around 132 eHP left to the survivor.
Now lets see what happens you enter the Advantageous encounter: You have an Armor tank with an ScR and an SMG as a backup. You face off against a Shield tank with only a ScR. Time for more maths.
700-1300 vs 1300-700
ScR does 20% extra damage to shields, but lets assume for DPS sake, that the DPS is equal to an AR. (This is to show the percentage difference, not the weapon difference).
Armor tank rips though the shields in 2.4 seconds. Switch to SMG. SMG deals 10% extra damage to armor (once again, DPS is still 440). Armor is gone in 1.4 seconds. TTK is now 3.8. That is almost a full second faster than the other tank. That is 440 eHP. You should win that engagement every time on equal ground.
With larger TTK's, the game will reward people who engage targets based on their weapons strengths. Right now, it's just a game of who shot who first with the AR or ScR.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
DJINN Marauder
Paladin Survey Force Amarr Empire
2837
|
Posted - 2013.11.12 04:28:00 -
[73] - Quote
crazy space 1 wrote:DJINN Marauder wrote:Someone suggested adding multiple hit boxes to the player. Efficiencies:
100% - Head 60% - Chest 50% - Lower Torso 30% - Limbs
This could outright fix ttk issues no? This would push the PS3 budget too far according to CCP It would? Damn... Even though it would make the game far better..
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 2
|
Lightning xVx
R 0 N 1 N
332
|
Posted - 2013.11.12 04:36:00 -
[74] - Quote
Iron Wolf Saber wrote:Lightning xVx wrote:Iron Wolf Saber wrote:DTOracle wrote:I would like to add that the base Dropsuit speed be brought back up, especially for scouts. Since the hit detection is fixed, I want my 11+m/s back. Scouts are simply too slow ATM. I wished that was a solution but we're at our speed limits almost. (proto minni scout + max proto kin kats = almost breaking game) .....Your shitting me? How in the world is that almost breaking the game? If anything it's our only advantage. Plus, will there be a fix on stunlocking and phantom running for Scouts? I think a better option is to give scouts less of a strafe and back pedal penalty or none at all for them allowing them to have a means of agility and role defining characteristic for its size. (while giving everyone else the pack pedal speed penalty) Overall the problem with the speed limit is the game doesn't know what to do with infantry moving that fast. This is probably why earlier builds did have infantry to infantry collision damage and they where not supposed to. While its something I too would like to see done tis not a viable option in the short run because you will get faster heavies and faster mediums and the mediums are going to role stomp on the scouts even more so when the scout's own speed cannot be risen any further.
I will agree with you about the back pedaling and strafing 1.4 was a godsend for Proto Minnie Scouts due to the Snake Strafe. But honestly though the Gallente Scout runs at 11.11, why are they faster? Minnie should run 11.11, while Gallente is 10.38. Going back on what you said about the Proto Minnie+ Knife running thing. |
Iron Wolf Saber
Den of Swords
10148
|
Posted - 2013.11.12 04:45:00 -
[75] - Quote
Wikia states 5.7 run and 7.9 sprint for matar while gallente suffers at 5.5 and 7.6.
Unfourtuantely there is not an api fed stats available yet so bleh its likely wrong. Also its quite time in the house can't boot up to check.
I do know the Gallente scout is sorta screwed up with 1 high 4 lows and with 3 of them that's about 30% more sprint speed though
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
Lightning xVx
R 0 N 1 N
332
|
Posted - 2013.11.12 04:52:00 -
[76] - Quote
Iron Wolf Saber wrote:Wikia states 5.7 run and 7.9 sprint for matar while gallente suffers at 5.5 and 7.6.
Unfourtuantely there is not an api fed stats available yet so bleh its likely wrong. Also its quite time in the house can't boot up to check.
I do know the Gallente scout is sorta screwed up with 1 high 4 lows and with 3 of them that's about 30% more sprint speed though
Yeah, it's pretty bad because the Gallente Scout OVERALL is just better performance wise in every Scout, thus far. It's faster, more EHP, Stealthier and a sleeker hit box. CCP, has to look at this I don't care about anything else more then my speed and Shotgun.
Gallente Scout w/ Complex Kin Cats= 11.11 Minnie Scout w/ Complex Kin Cats=10.38 |
Cosgar
ParagonX
7699
|
Posted - 2013.11.12 04:55:00 -
[77] - Quote
-Remove the emergency 10% damage buff on all weapons -Reevaluate TTK and buff under performing weapons -Remove the proficiency skill or make it affect DPS indirectly -Reevaluate TTK -Reduce the cap on strafing speed -Reevaluate TTK -Buff dropsuit base EHP -Reevaluate TTK
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Iron Wolf Saber
Den of Swords
10152
|
Posted - 2013.11.12 09:48:00 -
[78] - Quote
Cosgar wrote:-Remove the emergency 10% damage buff on all weapons -Reevaluate TTK and buff under performing weapons -Remove the proficiency skill or make it affect DPS indirectly -Reevaluate TTK -Reduce the cap on strafing speed -Reevaluate TTK -Buff dropsuit base EHP -Reevaluate TTK
Sounds like a good plan of action in decent order.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
Rei Shepard
Spectre II
902
|
Posted - 2013.11.12 10:11:00 -
[79] - Quote
Iron Wolf Saber wrote:4447 wrote:CCP, I love what you've done with TTK it means i can kill more people with one mag, not 2 mags to kill one. I managed 4 on one mag today. Aim better.
Not too shabby...
My best go trough a blob of 7 people with 20 rounds is my best kill count to date, and they were all fresh people, no nicks or damage on their suits, the 8 the and 9 the dont count cuzz i had to swap to my SMG due to overheating issues on the Imperial.
I dont seem to be having any issues with these low TTK's, but i see allot of proto stompers that have serious issues adapting to the new TTK's, though i must say when i watch Dust movies, the average proto stomper has a very bad reaction time.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
|
Sgt Buttscratch
R 0 N 1 N
977
|
Posted - 2013.11.12 13:20:00 -
[80] - Quote
Atiim wrote:Sgt Buttscratch wrote:I started reading then remember IWS and CPM are an absolute joke and CCP need to stop all communication with them. Please explain how. Don't just insult people out of spite and/or jealousy.
After the thread named something like "CCP Allows glitchers to win tournament", IWS decided he'd drop some opinion which: Justified the use of glitches and called you **** if you were on the wrong end of the glitch. As he is a face of CPM combined the opinion I got is that IWS and CPM are jokes. No possible way of being jealous of IWS
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
|
|
Snaps Tremor
DUST University Ivy League
373
|
Posted - 2013.11.12 13:40:00 -
[81] - Quote
4447 wrote:CCP, I love what you've done with TTK it means i can kill more people with one mag, not 2 mags to kill one.
One mag of what! There are currently eight primary, four secondary and two heavy weapons in Dust, totalling fourteen unique weapons*!! How can we possibly guess which one of these weapons you're talking about with so little information!!!
* Not including variants!!!! |
Meeko Fent
Xer Cloud Consortium
1503
|
Posted - 2013.11.12 14:05:00 -
[82] - Quote
I'll take door number 3 please, thank you.
Well, door number 4 also seems to both be a balance, and a TTK fix.
So... 4 please!
For the State!
For Caldari FW join Caldari Hierarchy
|
Meeko Fent
Xer Cloud Consortium
1503
|
Posted - 2013.11.12 14:09:00 -
[83] - Quote
Sgt Buttscratch wrote:Atiim wrote:Sgt Buttscratch wrote:I started reading then remember IWS and CPM are an absolute joke and CCP need to stop all communication with them. Please explain how. Don't just insult people out of spite and/or jealousy. After the thread named something like "CCP Allows glitchers to win tournament", IWS decided he'd drop some opinion which: Justified the use of glitches and called you **** if you were on the wrong end of the glitch. As he is a face of CPM combined the opinion I got is that IWS and CPM are jokes. No possible way of being jealous of IWS Really, IWS starts a thread to get feedback, and you ***** that he thinks that exploiting glitches was fine to win?
Does it matter? Should I care that IWS thinks that glitching is ok when we came to discuss the TTK issue?
Cause I really don't care.
For the State!
For Caldari FW join Caldari Hierarchy
|
Meeko Fent
Xer Cloud Consortium
1503
|
Posted - 2013.11.12 14:11:00 -
[84] - Quote
Iron Wolf Saber wrote:Cosgar wrote:-Remove the emergency 10% damage buff on all weapons -Reevaluate TTK and buff under performing weapons -Remove the proficiency skill or make it affect DPS indirectly -Reevaluate TTK -Reduce the cap on strafing speed -Reevaluate TTK -Buff dropsuit base EHP -Reevaluate TTK
Sounds like a good plan of action in decent order. *Lurking in the shadows*
Do it...
For the State!
For Caldari FW join Caldari Hierarchy
|
Musta Tornius
Turalyon 514 Turalyon Alliance
648
|
Posted - 2013.11.12 14:14:00 -
[85] - Quote
DJINN Marauder wrote:crazy space 1 wrote:DJINN Marauder wrote:Someone suggested adding multiple hit boxes to the player. Efficiencies:
100% - Head 60% - Chest 50% - Lower Torso 30% - Limbs
This could outright fix ttk issues no? This would push the PS3 budget too far according to CCP It would? Damn... Even though it would make the game far better..
Wolfman told me on irc that they have several nodes on a player body which checks against hits when hit by explosions so I'm assuming it's being done already.
Dust514 Weapon Range & Information
|
ReGnYuM
Imperfects Negative-Feedback
1302
|
Posted - 2013.11.12 14:26:00 -
[86] - Quote
Great Thread BTW IWS
As a side note:
Did you know that in BF4 and BF3 that all ARs or weapon classes have the same Damage and Range, yet an M416 will easily out gun an AEK in a distanced battle. I personally do not think ARs should be balance based on optimal range, but more on stability, recoil, and RoF.
BTW when are you gonna start playing PC I sure every team needs OMNI specialist to ring for them
If you never heard of ReGnYuM, you're neither Good or Relevant in Dust 514.
KDR > EVERYTHING
|
Vrain Matari
ZionTCD Public Disorder.
1209
|
Posted - 2013.11.12 14:44:00 -
[87] - Quote
crazy space 1 wrote:I've got 12 million skill points and I can get just as many kills using militia gear as my gek, this isn't right :/ why did I level up? This is a beautiful thing and CCP deserves credit for it. It means that in the end how a player thinks and acts are far more important than their skillpoints or their ISK.
This does not say that we don't have serious balance issues or that we shouldn't be thinking about TTK. But it does imply that there's solid evidence that with full racial lineups, a second look at a few weapon roles, and a couple of balancing passes that we'll end up with a well-balanced game. |
Beren Hurin
Onslaught Inc RISE of LEGION
1778
|
Posted - 2013.11.12 16:00:00 -
[88] - Quote
Iron Wolf Saber wrote: With that do know the CPM is unanimous on the TTK issue and are working closely with CCP on a favorable solution.
I like the detailed talk on this topic, but I'm wondering why nobody has brough up a ballpark for what a reasonable TTK SHOULD be. How can you be unanimous on it? Is the unanimity just on that TTK 'needs to be looked at'?
-What should be the penalty for choosing the wrong weapon in any engagement?
-How do you steer people away from the big alpha weapons? Remember another part of the reason that we got the 10% damage buff was because people were mainly using LAVs, mass drivers, and grenades for their 'alphas'. You bump TTK too much higher, and we will get the same problem. Everyone will just drive around in LAVs and only hop out to get objectives or kill AV.
- Another nuance I think needs to be included in the TTK issue is that TTK isn't the only thing that balances conflict in many other games. If TTK is your only balance metric, then all you can start to look at is DPS and eHP.
We can open up the question to the CPM, because I'm curious, but I personally think that disruption and support SHOULD play very important roles. IOW TTK should be pretty short when it's just gun vs. gun, but much more diverse and nuanced when support + gun vs. gun + gun or other scenarios.
What it is hard to compensate for in our operating concept of TTK is ALL of the things a player will do leading up to the moment that you open fire on a target (positioning, aim, target location, concentrated fire etc). If we are saying that TTK SHOULD be X all the time, what are we saying about all the other things players should be doing prior to shooting? A lot of times when I find myself killing folks really fast, it is when I'm intentionally flanking them and coming at them from the side while they are already strafing toward and away from me, reducing my transversal. Or when I find them standing still thinking they are safely aiming at someone. |
Killar-12
The Corporate Raiders Top Men.
1698
|
Posted - 2013.11.12 16:16:00 -
[89] - Quote
ReGnYuM wrote:Great Thread BTW IWS As a side note: Did you know that in BF4 and BF3 that all ARs or weapon classes have the same Damage and Range, yet an M416 will easily out gun an AEK in a distanced battle. I personally do not think ARs should be balance based on optimal range, but more on stability, recoil, and RoF. BTW when are you gonna start playing PC I sure every team needs OMNI specialist to ring for them This would be rather interesting even if, at minimum, Stability, recoil and RoF are used more as balancing sticks.
CEO of The Corporate Raiders, We're still recruiting...
Level 1 Forum Warrior
|
Flix Keptick
Red Star. EoN.
1252
|
Posted - 2013.11.12 16:19:00 -
[90] - Quote
2 words: ****... yea... I 100% agree with IWS's Ideas
"Please don't"
GÿåForum warrior lvl.1Gÿå
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |