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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Theresa Rohk
The Cuddlefish Templis Dragonaors
45
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Posted - 2013.11.22 17:46:00 -
[61] - Quote
This looks fantastic and I'm super excited to try these out. Just a side tiny little note, is it possible to remove the gendered language in the dev blogs, some of us aren't men, and it feels weird.
Quote:As a digital warrior, nothing is more important to a player than the weapon.
Is better. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
325
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Posted - 2013.11.22 18:41:00 -
[62] - Quote
Hopefully there will be a way to off-set the spool time and recoil on the Rail Rifle with a weapon skill. I've noticed that most other weapons have SP sinks to shore up the weapon drawbacks...if this one does that will be significant to my decision in dropping 2+ mil SP.
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Paladin Sas
Pro Hic Immortalis
252
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Posted - 2013.11.22 19:04:00 -
[63] - Quote
Is there any word on a short video showing the recoil/dispersion compairsons between the racial rifles? |
George Moros
Area 514
189
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Posted - 2013.11.22 19:36:00 -
[64] - Quote
S Park Finner wrote: A question...
What does accuracy mean? Can we have a definition and examples of what impact it has in-game?
This...
Pulvereus ergo queritor.
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OgTheEnigma
The Rainbow Effect
174
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Posted - 2013.11.22 19:44:00 -
[65] - Quote
Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end varient like the Balec Assault Rifle. |
jeanmiaou
MEN IN BLACK OPS
19
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Posted - 2013.11.22 19:51:00 -
[66] - Quote
Reav Hannari wrote:jeanmiaou wrote:with the arrival of different racial weapons I hope we will have the right to choose a respect for the weapon!!! 1. You should be able to save enough to go prototype in one of them before release. You can save enough to get both to 4. 2. You may regret specializing in a new weapon if it turns out to be crap. Best to wait or work into it to be sure. 3. I'm so tired of calls for respec, especially since Wolfman said Dropsuit changes are coming right after and people will cry again, that I'm now ignoring everyone that asks for them. SP are so easy to earn it takes no time to use new gear.
I do not want a total respec just a respec points invested in weapons such as vehicles! |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
437
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Posted - 2013.11.22 20:43:00 -
[67] - Quote
OgTheEnigma wrote:Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end varient like the Balec Assault Rifle.
I think the factional LP weapons may be the equivalent of officer weapons. Won't know for sure until we see the stats. |
Luna Angelo
We Who Walk Alone
128
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Posted - 2013.11.22 21:09:00 -
[68] - Quote
Full respec would help me get to proto everything caldari. Which I would LOVE. (Except vehicles, of course.) My point, CCP is overhauling the game, and some people I know would love to get their infantry SP's into tanks, as well.
EDIT: I mean, there are people who will want into vehicles, and ones that want out. Let the ones who want in respec, as well. And I want my AR sp's back, I want to put them into RR's. So, full respec is good for the community, unlike vehicle respec, which is only good for those of us who has invested in them.
I am the Horseless Headsman.
Director and COO of We Who Walk Alone
Wolves don't lose sleep over the opinion of sheep.
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Pr0phetzReck0ning
Edimmu Warfighters Gallente Federation
76
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Posted - 2013.11.22 22:17:00 -
[69] - Quote
I'm digging the new weapons and I'm glad to see that we finally have the complete racial variants for the standard ARs. But going off of what someone mentioned earlier (on pg 1) i'd really like to be able to choose whether or not I want Iron sight or Scopes on my guns. Iron sight is practically second nature now since we've been exposed to it for so long. But I KNOW that giving us the choice of putting a nice scope on our weapons will add to that sweet customizable need that we as FPS gamers enjoy most of all. Not to mention, scopes add to accuracy when it comes to longer distances.
I heard ya'll plan on allowing us to customize in the future which is great. But I just want to stress the significance/importance of getting to that point sooner rather than a year or so from now.
Best,
Pr0phet
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ROEG X
Ahrendee Mercenaries EoN.
24
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Posted - 2013.11.22 22:28:00 -
[70] - Quote
New weapons, OP flavor of the month lol !! gotta have it. |
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Keri Starlight
0uter.Heaven Proficiency V.
1507
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Posted - 2013.11.22 22:53:00 -
[71] - Quote
I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol.
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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Ripcord19981
KNIGHTZ OF THE ROUND
269
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Posted - 2013.11.22 23:06:00 -
[72] - Quote
Nirwanda Vaughns wrote:really looking forward to the combat rifle. i'll have enough SP to go straight to prof 5 on Dec 10 gonna look at the lv4 fully auto one first off though and give it a try on an alt before pushing it all way on here. it looks pretty badass too ill be joining ya then, im saving all my sp from now. just wished they had a 1st person view of the combat rifle
I can only please one person per day. Today is not ur day, tomorrow doesn't look too bright either.
Turkey sammich>taco
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
125
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Posted - 2013.11.23 00:51:00 -
[73] - Quote
Keri Starlight wrote:I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol. .05 seconds aint gunna change much
recuruit link
5 to 11 mil isk per 100k recuruit
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
326
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Posted - 2013.11.23 04:05:00 -
[74] - Quote
jerrmy12 kahoalii wrote:Keri Starlight wrote:I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol. .05 seconds aint gunna change much
The .20 spool up time was significant and the added .05 is deceptively key. In close quarters fight or a multiple target medium range fight that quarter of a second is pretty serious. Couple this with the reported high recoil and low magazine capacity you really have adjust to the environment.
Note that I'm not saying this is bad...I like the idea of how weapon or equipment mechanics, strengths, and weaknesses will shape the tactical game play. |
Reav Hannari
Red Rock Outriders
1912
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Posted - 2013.11.23 05:47:00 -
[75] - Quote
A'Real Fury wrote:OgTheEnigma wrote:Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end e like the Balec Assault Rifle. I think the factional LP weapons may be the equivalent of officer weapons. Won't know for sure until we see the stats.
Faction store weapons are going to be specialist versions with reduced fitting requirements.
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
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Borne Velvalor
Endless Hatred
1015
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Posted - 2013.11.23 06:45:00 -
[76] - Quote
I approve of the increase in spool time and slight decrease in damage for the Rail Rifle. It's around a 8% DPS decrease in the first second of fire for the standard Rail Rifle. I'm as interested in the longer ranged sidearms as the new rifles.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Atom Heart Mother
Nazionali Senza Filtro
71
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Posted - 2013.11.23 08:59:00 -
[77] - Quote
CCP Frame wrote:They say that you can never go wrong with more weapons and ways to eliminate your target. These brand new tools to do just that for you are around the corner - in Uprising 1.7 update. CCP Remnant, CCP Supalette and CCP JuSan assembled a dev blog that should give you all the information you will ever need before putting these rifles into your hands. Take a look right here, and feel free to post your feedback!
More and more skill points to earn... more and more...you want me lobotomized CCP |
Niuvo
NECROM0NGERS
806
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Posted - 2013.11.23 10:26:00 -
[78] - Quote
Nice toys. What are tech II variants? |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
103
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Posted - 2013.11.23 11:16:00 -
[79] - Quote
You guys still need to change the way we equip weapons. Customizing them before adding them to your suit. Adding things like Scopes and things like laser sights.
Also super excited for tech II weapons.
"Do not underestimate the power you have."
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
103
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Posted - 2013.11.23 11:19:00 -
[80] - Quote
Pr0phetzReck0ning wrote:I'm digging the new weapons and I'm glad to see that we finally have the complete racial variants for the standard ARs. But going off of what someone mentioned earlier (on pg 1) i'd really like to be able to choose whether or not I want Iron sight or Scopes on my guns. Iron sight is practically second nature now since we've been exposed to it for so long. But I KNOW that giving us the choice of putting a nice scope on our weapons will add to that sweet customizable need that we as FPS gamers enjoy most of all. Not to mention, scopes add to accuracy when it comes to longer distances.
I heard ya'll plan on allowing us to customize in the future which is great. But I just want to stress the significance/importance of getting to that point sooner rather than a year or so from now.
Best,
Pr0phet
What your not in Knightz anymore!??!?!? Sorry wrong topic but still. Also like you said customization is key.
"Do not underestimate the power you have."
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Reav Hannari
Red Rock Outriders
1913
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Posted - 2013.11.23 13:18:00 -
[81] - Quote
Ronan Elsword wrote:You guys still need to change the way we equip weapons. Customizing them before adding them to your suit. Adding things like Scopes and things like laser sights.
Also super excited for tech II weapons.
I think you just described the T2 weapons.
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
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crazy space 1
Vherokior Combat Logistics Minmatar Republic
1998
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Posted - 2013.11.23 15:00:00 -
[82] - Quote
um longer charge up shorter range breach rail please
Like loading hail tech2 ammo. no hold just 0.4 charge time 50% range +30% damage, less ammo per clip |
crazy space
GunFall Mobilization Covert Intervention
2003
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Posted - 2013.11.23 15:00:00 -
[83] - Quote
um longer charge up shorter range breach rail please
Like loading hail tech2 ammo. no hold just 0.4 charge time 50% range +30% damage, less ammo per clip |
Shotty GoBang
Pro Hic Immortalis
2419
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Posted - 2013.11.23 15:56:00 -
[84] - Quote
Aeon Amadi wrote:This will allow the Assault Rifle to still be king of the Close Quarters Engagements, as it should be ... To my friend and CPM Nominee, Aeon Amadi:
I can think of two other primary weapons that should be "king of Close Quarters Engagements" ...
1) Are you saying that the AR should outperform (A) other Rifles in CQC or (B) everything else in CQC? 2) What say you to HMG and SG users who claim that CQC is presently dominated by ARs and ScRs? 3) What say you to these CQC specialists' concerns over AR and ScR hipfire accuracy? 4) What AR / ScR nerfs would you sign off on in hopes of balancing close quarter engagements? 5) What SG / HMG buffs would you sign off on in hopes of balancing close quarter engagements? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3882
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Posted - 2013.11.23 19:20:00 -
[85] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:This will allow the Assault Rifle to still be king of the Close Quarters Engagements, as it should be ... To my friend and CPM Nominee, Aeon Amadi: The comment above potentially raises alarm. Would you mind clarifying, at your convenience? 1) Are you saying that the AR should outperform in CQC (A) all other Rifles or (B) all other weapons? 2) What say you to the claim that ARs and ScRs presently outperform SGs and HMGs in CQC? 3) What say you to the concerns over AR and ScR hipfire accuracy? 4) Do you believe that a Rifle should have poor, fair, or strong odds against a SG or HMG in CQC? 5) What AR / ScR nerfs, if any, do you think appropriate to balance close quarter engagements? 6) What SG / HMG buffs, if any, do you think appropriate to balance close quarter engagements? 7) You seemed to suggest that the ScR is over-performing.; do you feel that the AR is also over-performing?
That's a lot of questions over one concern! I like it =D
1.) Assault Rifle should outperform the other rifles. At current the stats are too similar to one another and there isn't enough variety in the DPS values. It's not even a difference in bullets so much as a shaving or sliver of HP. Paper DPS =/= Applied DPS though so, remains to be seen what becomes of it. I hear the Rail Rifle has more recoil but considering how many people still believe that visual recoil has anything to do with a hitscan system I think that belief is a little skewed and considering that CCP reduced the damage and increased the charge-up time, I'd say that's a good sign =P
2.) I think the Shotguns is a finicky beast if only because the speed of the game is very very high (but the players like that so, that's good). And when I say 'very very high' I mean high enough that a target can literally strafe out of the shotgun's line of sight and often lead to a shot being missed. No amount of hit detection fixes in the world are going to help a player aim a weapon better, but having a bit more aim assist can.
HMGs are also a finicky beast because I don't believe they're being outperformed in the traditional sense of stats. It has a much higher DPS but, again, applied DPS is another story. There are two mitigating factors to that DPS which I'll discuss in number four.
3.) Hipfire accuracy is a make or break on a rifle. They're both very very accurate and I no less assume that the new rifles will be either. Too little and it's reserved for ADS (like a sniper rifle in some games) and too much it's suddenly a very very powerful weapon. I've taken a look at both and they have the same reticle as far as hipfire accuracy, which I suppose is a bit odd but assuming their accuracy is what makes them powerful is a bit of a misconception. If this were the case the HMG would be king, but it's not.
4.) SG and HMG are specialist weapons. A SG should be king of the very close engagements (and it is, provided you can hit them) while the HMG is more of point defense. I in no way think that the HMG should be changed until two things happen: B.) It gets more dispersion. This might sound odd but there's a video floating around that shows that they have laser-rifle precision when firing and don't actually hit anything besides what is on the center dot, that's not good because the target could be in your reticle but you'll still miss. The term was coined 'accurately inaccurate'. B.) Racial Heavies. Giving the slowest race in the line-up a close range weapon from the start was a bad move on CCP's part if only because, being slow, you can't expect them to close the ranges they need in order to apply the high DPS that the weapon has, especially when it's got such low dispersion. The best heavies I've ever seen almost always use kinetic catalyzers (odd I know) so maybe if we get a Minmatar Heavy it will help balance that stuff out.
5.) Fixing Time To Kill is a big part of this. You die from any weapon just as quickly as any other weapon so it comes down to minor intricacies and mechanics that revolve around the functionality of the weapon, like the HMG's accuracy being a double-edged sword. The game needs to be more tactical and less "twitch shootery" but it needs to be done carefully. Throwing in 60% more HP values on everything, in combination with other faulty mechanics, is what gave us Murder Taxi's; so we need to be cautious in the approach. I think that there should be a clear difference in the DPS values of the AR and ASCR (I assume you mean the ASCR because the SCR is not very good in CQC) after the TTK is sorted out; the ASCR at the moment is considered to be better in every way besides fitting cost for a variety of reasons.
6.) Shotgun could use a bit more aim assist within it's optimal range, imo, as it gets difficult to hit targets with it and this is only compounded by hit box lag if any exists. Another pet peeve I have is that I'd like the actual damage be listed in the show info as it shows damage per pellet but how many pellets is anyone's guess. It's a very powerful weapon as is so it surely doesn't need any more damage, otherwise the difference in tiers will turn out like the Laser Rifles (little to no variation). I stand firmly by the ideal that the HMG would excel if the above changes were implemented and would rather reserve comments until then.
7.) Not in any real sense, no. It's meant to have a high damage with a low range - the issue with it is that it's a weapon that is very easy to get into because it operates like any other rifle in a first person shooter. The specialist weapons (shotgun, laser rifle) all have a variety of issues with them that make them under-perform however so what we wind up with is a functional weapon that does it's job correctly and a plethora of others that need to be looked at for obvious reasons. If the Assault Rifle is the thing we're basing balance decisions off of than it should feel that that is the case. (word limit)
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2421
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Posted - 2013.11.23 21:22:00 -
[86] - Quote
Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7
I have a few followup questions for you, if you don't mind:
1) Would the current TTK issue be better addressed by adding HP or reducing DPS on high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts?
2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons? |
Vell0cet
Company of Marcher Lords Amarr Empire
595
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Posted - 2013.11.23 21:54:00 -
[87] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7 I have a few followup questions for you, if you don't mind: 1) Would the current TTK issue be better addressed by adding HP or reducing DPS / Accuracy of high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts? 2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons? 1--> The simplest solution is to nerf base DPS some to bring up the TTK. Weapons were getting decently balanced before the HD fix. If you buff suit HP, then you're going to have to boost weapon DPS on tons of other weapons; it would be a balancing nightmare.
Quick/Dirty Test Range Idea
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spike2000
SVER True Blood Public Disorder.
0
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Posted - 2013.11.23 22:37:00 -
[88] - Quote
CCP Frame wrote:They say that you can never go wrong with more weapons and ways to eliminate your target. These brand new tools to do just that for you are around the corner - in Uprising 1.7 update. CCP Remnant, CCP Supalette and CCP JuSan assembled a dev blog that should give you all the information you will ever need before putting these rifles into your hands. Take a look right here, and feel free to post your feedback! Fix the heavie machine guns before making more assault rifles like seriously
Spike2000
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3890
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Posted - 2013.11.23 23:50:00 -
[89] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7 I have a few followup questions for you, if you don't mind: 1) Would the current TTK issue be better addressed by adding HP or reducing DPS / Accuracy of high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts? 2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons?
1.) Not in the slightest. The TTK issue needs to be handled with a scalpel. Making blanket increases/reductions is a great way to make imbalanced weapons even more borked. For instance, if we applied a 10% reduction in damage to all weapons (reversing the effects that we saw at the beginning of Uprising) what would happen? Well, TTK would go up, sure, but there's the issue of weapons like the Laser Rifle which are only good in a small 20 meter range performing far worse in that case.
I honestly don't know how to fix the TTK issue but I know that doing giant blanket changes is a terrible terrible way to go. If we increase HP on all suits, Logi's are even more powerful - if we apply a 10% reduction to all weapons, some of them can't compete, etc. I don't agree that low RoF weapons should receive a damage increase because honest to god they perform very well in the right conditions at current and adding more damage to them wouldn't do anything to help their usability or functionality.
Just the same, you can't say much about the DPS/Accuracy of high RoF weapons and at the same time say that the HMG isn't a good competitor considering that it (whether intended or not) is a very good example of both
2.) I don't know of any shooters that are like this, honestly. Having played the Battlefield franchise, Call of Duty and Planetside (both of them, not just two) it's always been generally the same thing: All weapons are good with some weapons being better for certain cases. Call of Duty is a great example of this because you'd think that a shotgun would be amazing, given that the game usually focuses on small, closed-in maps; incidentally on Hardcore mode everyone and their mother uses SMGs. So why is that? A completely different game mechanic - SMGs go into ADS faster than other weapons. By the time you get the shotgun sighted, the SMG is already applying damage with perfect accuracy.
I think there are other aspects of the game that need to be explored before we start with knee jerk reactions like nerfing damage, applying recoil - etc. I'm adamantly against nerfing the Assault Rifle, what with other rifles being on par if not better (at least on paper). The DPS values are far too close and if we're going to start making changes, I would like the Assault Rifle to perhaps get a small (we're talking like 5-10 meters) reduction in range and a much higher DPS than the other weapons.
In conclusion, I don't think the Shotgun is a bad contender. Christ, I've been one-shotted by them with a damage value of 500+ damage so it's surely not their damage output and Mr Mustard can attest to the damage output of prototype nova knives (railgun level damage). Other aspects are map design, scanning mechanics being broken, etc.... Once that is fixed, I think it'll get a lot better.
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2423
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Posted - 2013.11.24 02:46:00 -
[90] - Quote
Aeon Amadi wrote: * Responds to inquiries *
Thanks again, Aeon.
You make some good points, but I'm afraid our thinking is disparate at a fundamental level. Still love you, but I must disagree with you.
I'm more in accord with CPM's take, which outright challenges the "AR-514" status quo: https://forums.dust514.com/default.aspx?g=posts&t=120782&find=unread
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