|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
IAmDuncanIdaho II
R 0 N 1 N
178
|
Posted - 2013.12.04 18:39:00 -
[1] - Quote
oooh thank you.
>> Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Oh darn. :-o |
IAmDuncanIdaho II
R 0 N 1 N
179
|
Posted - 2013.12.04 20:44:00 -
[2] - Quote
Heinrich Jagerblitzen wrote:Let the rage begin! Aren't these days festive.
Wow what a contribution.
Minmatar Scout, level 4
Shield nerf
I haz a sad
You lot banging on about "ooh now you can't dual tank, ninny ninny nah nah...."
Minnie scouts just got shafted.
But hey, we were totally farking OP right
:((((((( |
IAmDuncanIdaho II
R 0 N 1 N
180
|
Posted - 2013.12.04 23:50:00 -
[3] - Quote
Komodo Jones wrote:Ok, I do wanna throw in that this is a holy crap ton of new info, you guys are hard at work and I commend you for that and I can't really complain...but I will
I read through 6 pages of comments and not 1 mention of this...where the balls is my new equipment!? I read in the dev blog teaser after 1.6 that you guys had new equipment in store and I don't see this in here, was there a statement issued before the patch notes? Something I missed? Like I don't mind waiting a bit longer but damn I saved up 2 million SP for 1.7 and the only thing I can spend it on is the combat rifle.
I'm assuming its the stuff that will be on sale in the loyalty store, as per the factional warfare dev blog: http://dust514.com/news/blog/2013/12/strengthening-the-link-factional-warfare-in-uprising-1.7/
More armor per second, longer lasting scan results, shorter spawn times and more spawns--things like that. Here is a list of the new equipment items we have added, again available only through the Loyalty Store:
Imperial Viziam Drop Uplink State Ishukone Nanohive Federation CreoDron Active Scanner State Wiyrkomi Nanite Injector Republic Core Repair Tool |
IAmDuncanIdaho II
R 0 N 1 N
180
|
Posted - 2013.12.04 23:53:00 -
[4] - Quote
Heinrich Jagerblitzen wrote:IAmDuncanIdaho II wrote:Heinrich Jagerblitzen wrote:Let the rage begin! Aren't these days festive. Wow what a contribution. Oh please. I was home on my lunch break and only had a few minutes, and it seemed silly to say nothing at all on such a big occasion. As far as contributions go, these have already been posted and discussed internally, CCP already knows how I feel about the contents. This thread is for community feedback. If you have anything in particular you wanted me to share just ask, or feel free to poke me on Skype. Speaking of which - let me link once again to the instructions on how to join my Dustcussion groups on Skype (text, no mic needed). I currently have one going for both Vehicle Rebalancing as well as Faction Warfare.
Heh well, I almost did that silly "First" thing when I saw the thread appear and nobody had posted in it...but then I thought I'd actually read em first and contribute something :D
Props to the Skype comms though |
IAmDuncanIdaho II
R 0 N 1 N
181
|
Posted - 2013.12.05 08:51:00 -
[5] - Quote
Fizzer94 wrote:Overall, it seems like dual-tanking got a nerf to me because both Extenders AND Plates will less effective than they are right now after 1.7 drops. I look forward too see how these changes will affect the game. Hopefully there will be more module variety. Hopefully.
Maybe. Maybe less role variety due to more scouts packing it in
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote:boooo hoooo
my shields are getting a 3% stacking penalty OH NOOOOOOOO
but wait there's energizers and rechargers to counter it
oh but wait im too good to use them
Care to share a decent minmatar scout fit that isn't nerfed due to this change? Care to share your views on scouts role in the game in general? Now and when 1.7 drops?
Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics.
Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture.
CCP I implore you, if the reason for the shield nerf is to penalise dual tanking (which it appears most people here think it is), then *please* for the love of scouts, do it in a way that doesn't weaken them.
Why can't you do something that penalises use of items that increase HP in high and low slots instead? Can't you apply the penalties to the slots on the suit? Write some code to make that happen?
Slot penalty: 10% reduction to HP-extension items for each HP-extension item in another type of slot.
I dunno, I'm no game theorist, but OMG SOMEONE DO SOMETHING lol - we want more scouts, not less. |
IAmDuncanIdaho II
R 0 N 1 N
181
|
Posted - 2013.12.05 08:52:00 -
[6] - Quote
Spectral Clone wrote:No new equipment in the patch? Was it excluded from the patch?
Why did you even mention that new equipment was coming before?
Check out the new equipment that will be available in the loyalty store |
IAmDuncanIdaho II
R 0 N 1 N
181
|
Posted - 2013.12.05 13:39:00 -
[7] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately.
Bottom line: scouts weakened. This is my point. Yes it's only focusing on scouts, I can't speak for medium to heavy suits that dual tank as I don't play that role, and maybe this change is suitable to address balance issues for them, but scouts have been needing buffs for a long long time now, and this is a nerf.
Some explanation from CCP as to why this has been done would at least allow us to understand it, but if you take the scout role, on it's own, and look at the change, it's a nerf. Doesn't matter how big or small, it's a nerf. Scouts are leaving this game, and have been for months. This will accelerate that. Who gives a cr@p about us? |
IAmDuncanIdaho II
R 0 N 1 N
184
|
Posted - 2013.12.05 17:43:00 -
[8] - Quote
Kevall Longstride wrote:Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately. Thank you for explaining to the hysterical types how small a change this is and is a way of minimising duel tanking. I would be it favour of a shield extender HP buff actually BUT only if it was balanced by making duel tanking near impossible. Put simply, if a duel tanking logi can out perform both pure armour/shield tanked assault class suit then there is something very wrong.
lolwhut? You think I'm hysterical? No dude, just mad, for the reasons I've outlined. Don't care how small a nerf it is; it's a nerf. Whilst on its own it may not make a big difference, it's the wrong direction for scouts, and I'm also responding to others here who are missing the bigger picture and laughing at the dual tankers without realising the consequences of yet another kick in the balls for scouts.
No matter what you say, or how you take this change out of context, it is detrimental for the scout role. We can't survive on hard-mode forever and it's the straw that broke the camel's back for some. You won't find much crying from me around here, but this is one low blow I can't ignore. You're gonna end up with nothing but heavies and mediums on the infantry side of things.
I totally agree with what you said (and anyone else has said) about dual tanking logis etc. But there's got to be other ways of addressing the dual tanking problem without affecting other "valid" roles. Isn't that what balance is all about? |
IAmDuncanIdaho II
R 0 N 1 N
184
|
Posted - 2013.12.05 18:11:00 -
[9] - Quote
Kevall Longstride wrote:I share your concerns about the scouts. But I agree with the thinking that says that there is little point buffing them till the full racial set is out. They'll get buffed and then CCP will have to nerf them again.
We're just going to have to be patient a bit longer. I really want to try the commando role but I'm not till I get the Gallente version.
Sure, but we're already scouts. And we've lost some leading community and corp CEO scouts recently. Will there be any left by the time it's viable / balanced / enjoyable? Or will 90% of scouts be new to the role and not be able to give comparitive feedback.
I've got a proto-medium suit with advanced weapons that I've not worn since 1.3 or something. Now that I've amost maxed core skills, I may even be able to fit proto weapons etc. But it's boring ;-) If I chose to drop scouts for the moment, I don't think I would play DUST full stop. Whether I'd come back at some point I've no idea.
I guess there's a big part of me is upset about seeing all my pals leaving, after being scouts brought us together, then hard-mode unifying us into a tighter group.
Anyway, point taken, thanks for the feedback. |
IAmDuncanIdaho II
R 0 N 1 N
185
|
Posted - 2013.12.05 21:07:00 -
[10] - Quote
Pisidon Gmen wrote:Gabriella Grey wrote:SHANN da MAN wrote:Dudeguy94 Hal wrote:When it comes to swarms i am ok with it, i have used them before and the ranges are insane, i was DS surfing and managed to kill a assault dropship from the Gorgon i was surfing on, which is completely OP considering i was a logi at the time and also repaired him. 400M for swarms is crazy.
Agree 400M for swarms was crazy far, but ... 175M for swarms is equally crazy short. There is no way a Swarm launcher can engage a dropship (its design intended target) successfully with so short a range along with Damage being reduced by 1/3. The range should have been reduced to somewhere between 250 - 300 M (or about 1/3 less - same reduction as Damage) 175m is more than enough for swarms. People keep forgetting that is to get a lock on, now how long swarms will chase you around the map. Especially when in relation to a dropship. Dropship pilots can't even make out who has swarms and who doesn't, and that goes the same for any other vehicle. With the new range its going to require swarm launcher users to actually implement "skill, and tactics." what is the range of a drop ship gun? why should a gunner on a drop ship be able to hit the ground out of a swarm range ?
I would put forward the following suggestions:
- Coz they have to aim - Coz they are less effective at distance - Coz the gunner is also vulnerable - Coz dropships can turn the tide of battle without firing a gun (they are also personnel carriers) |
|
IAmDuncanIdaho II
R 0 N 1 N
186
|
Posted - 2013.12.06 09:13:00 -
[11] - Quote
Pisidon Gmen wrote:Spkr4theDead wrote:TERMINALANCE wrote:CCP Logibro wrote:Forge Gun numbers! (delete stats 4 space)
Are you ******* kidding me? the breach is now worthless, if you calculate its DPS including reloads compared to the assult it was worse before now it cannot even do the spike dmg to make up for it! its ********. its now completely useless! never to be seen on the battlefield again. Dumbest change ever!! Maybe you shouldn't try to solo vehicles. Ever think of that? don"t solo vehicles ????? so what we should run a full squad of av? where is your head at this takes several playes out of the infantry fight as av guys are not set up to kill players. A good squad should have a mix of players 1 player with av in a squad should be enough. most modern av weapons will kill any tank or lesser transport in 1 hit so killing a tank in 3 to 5 swarms should be resalable. maybe tanks shouldn't run around solo! as you try to imply its a team game not a me game so lone tanks should be just as vulnerable to av weapons as troupes are to a blaster tank or installations are to a rail gun tank
I'm not understanding your logic here. You seem to be saying that infantry running AV takes them out of the infantry fight. So don't run AV? But you need to kill the tank I hear you say? Why? Coz it's in the infantry fight, killing infantry? You're still in the infantry fight.
Also if you made tanks as easy to kill as infantry can be killed by tanks, why would anybody bother running tanks? They're tanks!! They're immune to infantry versus infantry weapons.
Sorry dude, I can't agree with your thinking here. |
IAmDuncanIdaho II
R 0 N 1 N
191
|
Posted - 2013.12.07 09:10:00 -
[12] - Quote
Viktor Vikrizi wrote:No new equipment.. dang
It's gonna be in the new loyalty store
Shijima Kuraimaru wrote:Spkr4theDead wrote:Quote:
[bunch of stuff about infantry should be able to solo vehicles]
There it is there it is! I didn't actually expect anybody to say that. Thank you, that sheds more light on the thought processes of infantry. It doesn't look good for you. If infantry shouldn't be able to solo vehicles, then vehicles shouldn't operate effectively with a solo pilot. It's called balance.
Following your logic, would you say vehicles should be able to hack objectives? You gotta get outta your car to hack a point, and you're not exactly inconspicuous on your way there. I don't think you're comparing apples to apples.
Vehicles have a strategic place on the field that is different to infantry. It's also a different skill tree, and costs a lot more in a lot of cases. So you can't say because infantry shouldn't do this, vehicles shouldn't do this. That's not balance, that's pointless. |
IAmDuncanIdaho II
R 0 N 1 N
194
|
Posted - 2013.12.08 09:31:00 -
[13] - Quote
Shijima Kuraimaru wrote:IAmDuncanIdaho II wrote:Shijima Kuraimaru wrote:Spkr4theDead wrote:Quote:
[bunch of stuff about infantry should be able to solo vehicles]
There it is there it is! I didn't actually expect anybody to say that. Thank you, that sheds more light on the thought processes of infantry. It doesn't look good for you. If infantry shouldn't be able to solo vehicles, then vehicles shouldn't operate effectively with a solo pilot. It's called balance. Following your logic, would you say vehicles should be able to hack objectives? You gotta get outta your car to hack a point, and you're not exactly inconspicuous on your way there. I don't think you're comparing apples to apples. Vehicles have a strategic place on the field that is different to infantry. It's also a different skill tree, and costs a lot more in a lot of cases. So you can't say because infantry shouldn't do this, vehicles shouldn't do this. That's not balance, that's pointless. I see your manipulation attempt. I could agree with you if all weapons were a legitimate threat to vehicles. However, part of your vehicle advantage is that all weapons, except the few AV weapons, have their damage reduced by more than 75% when used against vehicles. That on top of ten times more EHP and a higher top speed than a speed fit scout gives vehicles, even the HAV, some nice advantages.
You see my manipulation attempt? I'm not following...I can't see it. Can you explain how I'm manipulating something? I didn't intend to do that so I'd like to know. I'm not clear on what you're saying here. You can't seriously think a scrambler pistol should be able to damage a HAV can you? That's a logical extension of what you appear to be advocating.
For the record, I'm not a vehicle guy, so don't make assumptions. I am coming from a point of view that would like to see balance in the game, so that stuff can be added quickly instead of going around in circles carrying buff / nerf hammers and waiting months on end for progress. So I'd really like to understand how I might be making my life as infantry harder in an unbalanced way.
I'm following the points you're making, but I can't see how they make the vehicle / infantry relationship balanced. Vehicles *are* and *should be* an advantage in specific ways, shouldn't they? Just like infantry are. The trick is to get these differences right, whilst still keeping them different. Dictating that because A can't do something, then neither should B be able to, reduces variety and gets you closer to a scenario where the cheapest thing you can do is also the best thing.
You can't win a game involving hacking null cannons if everybody ran vehicles and never got out of them. So, for example, what do you see (I'm assuming you are an infantry guy too) a tank's role in the game as? How should they be utilised on the field? |
IAmDuncanIdaho II
R 0 N 1 N
196
|
Posted - 2013.12.09 19:48:00 -
[14] - Quote
JP Acuna wrote:Qn1f3 wrote:The-Errorist wrote:Shokhann Echo wrote:still no vehicle lock huh... They added a timer and you can remove your turrets. Does that mean you get a extra seat for passengers? Does it impact weight and in turn acceleration and speed of the vehicle? Or is it just for the looks of it and the extra CPU/PG to spend elsewhere, I don't expect you to have the answer, but I hope someone does. It says the seat will be removed when there's no turret, or i think i read so.
Yeah it removes the seat with it. Add your thoughts to the feedback request to change this to *add* a seat like you wondered: https://forums.dust514.com/default.aspx?g=posts&m=1572782 |
IAmDuncanIdaho II
R 0 N 1 N
197
|
Posted - 2013.12.10 19:04:00 -
[15] - Quote
Awwww you list the mercs in channels in correct alphabetical order now. Awesome, thanks! |
IAmDuncanIdaho II
R 0 N 1 N
197
|
Posted - 2013.12.10 21:52:00 -
[16] - Quote
Just logged in.
Can confirm Shield Extender penalty values increase based on variant:
Basic: 3% Enhanced: 4% (I think...) Complex: 7%
Also not sure it's a stacking penalty based on the wording. It says a percentage penalty to depleted shield recharge rate for each one...I think, could be wrong on this, PS3 is off and can't be bothered to log all the way back in to double-check. The scaling penalty increase definitely happens though. |
IAmDuncanIdaho II
R 0 N 1 N
221
|
Posted - 2014.01.08 15:46:00 -
[17] - Quote
Dudeguy94 Hal wrote:Ninja Troll wrote:Dudeguy94 Hal wrote:Whats the difference between assault and basic dropsuits other than the cost? For Assault Suits there is a +5% shield recharge rate bonus per level. Then each suit has a racial bonus per level, for ex Amarr has 5% reduction in laser weapon buid-up per level. Press "Triangle" to show info in the Skills map tier for that suit. Oh not really worth it then, in my opinion of course.
Dunno, the advanced version of each has a significant ISK difference. Then again, that only matters more if you die more I guess :-p
I found myself wondering the other day why I went Sentinel L3 suits when I couldn't care less about the suit bonuses. Then I remembered it was the ISK costs. |
|
|
|