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Thread Statistics | Show CCP posts - 4 post(s) |
Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.07 21:12:00 -
[361] - Quote
IAmDuncanIdaho II wrote: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.
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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
Shijima Kuraimaru
warravens League of Infamy
391
|
Posted - 2013.12.07 21:15:00 -
[362] - Quote
GENERAL FCF wrote:Really happy with the swarm nerf and much needed AR/SR range nerf but not happy with the Forge nerfs! Come on, we heavies are neglected as it is and only have two freaking weapons to choose from:/ At least fix the HMG and give us Gallente Heavy dropsuits and armor hardeners for dropsuits. What about the tron effect that happens when the game lags out, has that been fixed? What about the shooting weapon switch glitch huh?! While your shooting and run out of ammo you switch weapons to get the kill and your character switches back towards the empty gun to finish the animation! Love most of the updates though.
The forge nerf is really pretty small. They just put it back to pre chromosome level charge times and close to the same damage levels. Hopefully they don't hit us with a second range nerf. We used to have the same range as large rails, or close to it.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
IAmDuncanIdaho II
R 0 N 1 N
194
|
Posted - 2013.12.08 09:31:00 -
[363] - 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? |
Shijima Kuraimaru
warravens League of Infamy
391
|
Posted - 2013.12.08 11:01:00 -
[364] - Quote
IAmDuncanIdaho II wrote:Shijima Kuraimaru wrote: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?
Looks like we misread each other then.
What I'm trying to say is that sure, vehicles are supposed to have some advantages. LAVs have speed, dropships have flight and troop carrying capacity, and HAVs have large turrets. All vehicles get seventy-five plus percent resistance to small arms, are faster than infantry, have better EHP (except for the LAV when compared to a proto EHP speced sentinal), and HAV's have about ten times the average EHP than the average assault.
Weapons made specifically for use against vehicles shouldn't be made to have little to no effect. Infantry who fit AV are at a disadvantage against other non-AV infantry. That sacrifice should allow a counterbalance to vehicle advantages. AV should always be a legitimate threat to vehicles, not just an annoyance. If you want to consider it an advantage, AV infantry's only advantages over vehicles is that they're smaller and more likely able to utilize terrain for cover, while wielding low ammo capacity weapons that should be effective versus vehicles without having to use more than twenty-five percent of their base total ammo capacity.
With the state the game is in right now, specifically team size, it is unreasonable to call for the creation of a norm where three plus mercs have to dedicate to AV to threaten a solo pilot and his HAV/dropship.
Other games I've played a heavy slow fire AV role in, I've taken out enemy vehicles in two to three shots, sometimes even one. This is the only game I've ever played where, on average, I have to reload to finish a HAV while using the most effective AV weapon providing it doesn't escape while I'm reloading.
As it's going to stand in 1.7, Vehicles (maybe just HAV's) will have short "windows of opportunity" when the vehicles will shine and be nearly indestructible. Between those "windows" the AV will shine. Both sides of the line will have to consider their opportunities to press their advantage.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
Fristname Family name
The New Age Outlaws WINMATAR.
30
|
Posted - 2013.12.08 12:34:00 -
[365] - Quote
Shijima Kuraimaru wrote:IAmDuncanIdaho II wrote:Shijima Kuraimaru wrote: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? Ihttp://www.urbandictionary.com/define.php?term=tankttp://www.urbandictionary.com/define.php?term=tankdidn'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, 0whatwdo 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? Looks like we misread each other then. What I'm trying to say is that sure, vehicles are supposed to have some advantages. LAVs have speed, dropships have flight and troop carrying capacity, and HAVs have large turrets. All vehicles get seventy-five plus percent resistance to small arms, are faster than infantry, have better EHP (except for the LAV when compared to a proto EHP speced sentinal), and HAV's have about ten times the average EHP than the average assault. Weapons made specifically for use against vehicles shouldn't be made to have little to no effect. Infantry who fit AV are at a disadvantage against other non-AV infantry. That sacrifice should allow a counterbalance to vehicle advantages. AV should always be a legitimate threat to vehicles, not just an annoyance. If you want to consider it an advantage, AV infantry's only advantages over vehicles is that they're smaller and more likely able to utilize terrain for cover, while wielding low ammo capacity weapons that should be effective versus vehicles without having to use more than twenty-five percent of their base total ammo capacity. With the state the game is in right now, specifically team size, it is unreasonable to call for the creation of a norm where three plus mercs have to dedicate to AV to threaten a solo pilot and his HAV/dropship. Other games I've played a heavy slow fire AV role in, I've taken out enemy vehicles in two to three shots, sometimes even one. This is the only game I've ever played where, on average, I have to reload to finish a HAV while using the most effective AV weapon providing it doesn't escape while I'm reloading. As it's going to stand in 1.7, Vehicles (maybe just HAV's) will have short "windows of opportunity" when the vehicles will shine and be nearly indestructible. Between those "windows" the AV will shine. Both sides of the line will have to consider their opportunities to press their advantage. So what your saying is that tanks arent underpowerd and dropships should continue to be killed with 2 shots from a swarm launcher. You are trying to tell me somthing that people put millions of sp and isk into and spends 700, 000isk to restock SHOULD be completely obliterated with 2 shots from a swarm? You are trying to tell me that swarmers are at a disadvantage is a scrambler pistol a weak wepon to you? Does a comando suit with a proto ar and a swarm sound light to you. Does the spechialist swarm launcher with a "extended lock on time fair" ( it has a increased lock on time of under 1 secound yet a breach forge gun has a extended charge time of about 3 secounds. Yes ccp because under 1 sec is extended I think you should lay of the weed for a while") sound fair. Do you not know wtf a tank is here ill put the dictionary meaning here for you. http://www.urbandictionary.com/define.php?term=tank . Now the current dust514 tank. : a vehical which gos pewpewpew and can die with a few little stupid rockets named swarmies. All vehicals need a buff and you cant compare dust with other games becaues dust is unique and dust514 is set in the future were a assualt rifle is stronger than a gataling gun.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
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Shijima Kuraimaru
warravens League of Infamy
391
|
Posted - 2013.12.08 14:07:00 -
[366] - Quote
Fristname Family name wrote:Shijima Kuraimaru wrote:[
What I'm trying to say is that sure, vehicles are supposed to have some advantages. LAVs have speed, dropships have flight and troop carrying capacity, and HAVs have large turrets. All vehicles get seventy-five plus percent resistance to small arms, are faster than infantry, have better EHP (except for the LAV when compared to a proto EHP speced sentinal), and HAV's have about ten times the average EHP than the average assault.
Weapons made specifically for use against vehicles shouldn't be made to have little to no effect. Infantry who fit AV are at a disadvantage against other non-AV infantry. That sacrifice should allow a counterbalance to vehicle advantages. AV should always be a legitimate threat to vehicles, not just an annoyance. If you want to consider it an advantage, AV infantry's only advantages over vehicles is that they're smaller and more likely able to utilize terrain for cover, while wielding low ammo capacity weapons that should be effective versus vehicles without having to use more than twenty-five percent of their base total ammo capacity.
With the state the game is in right now, specifically team size, it is unreasonable to call for the creation of a norm where three plus mercs have to dedicate to AV to threaten a solo pilot and his HAV/dropship.
Other games I've played a heavy slow fire AV role in, I've taken out enemy vehicles in two to three shots, sometimes even one. This is the only game I've ever played where, on average, I have to reload to finish a HAV while using the most effective AV weapon providing it doesn't escape while I'm reloading.
As it's going to stand in 1.7, Vehicles (maybe just HAV's) will have short "windows of opportunity" when the vehicles will shine and be nearly indestructible. Between those "windows" the AV will shine. Both sides of the line will have to consider their opportunities to press their advantage. So what your saying is that tanks arent underpowerd and dropships should continue to be killed with 2 shots from a swarm launcher. You are trying to tell me somthing that people put millions of sp and isk into and spends 700, 000isk to restock SHOULD be completely obliterated with 2 shots from a swarm? You are trying to tell me that swarmers are at a disadvantage is a scrambler pistol a weak wepon to you? Does a comando suit with a proto ar and a swarm sound light to you. Does the spechialist swarm launcher with a "extended lock on time fair" ( it has a increased lock on time of under 1 secound yet a breach forge gun has a extended charge time of about 3 secounds. Yes ccp because under 1 sec is extended I think you should lay of the weed for a while") sound fair. Do you not know wtf a tank is here ill put the dictionary meaning here for you. http://www.urbandictionary.com/define.php?term=tank . Now the current dust514 tank. : a vehical which gos pewpewpew and can die with a few little stupid rockets named swarmies. All vehicals need a buff and you cant compare dust with other games becaues dust is unique and dust514 is set in the future were a assualt rifle is stronger than a gataling gun.
By the way, a breach forge has a base charge time of six seconds. Level five forge gun operation only brings it down to four and a half seconds.
And a proto SWARM launches what? five missiles per shot? Six? So yes, I think a vehicle getting hit by ten to twelve homing missiles should get pretty messed up. And scrambler pistols are nice, if you're shooting a scout or making head shots. Otherwise the SMG is a much better choice.
And since you want to try to get technical with words, Call it what you want, but Dust doesn't have tanks. It has HAVs.
HAV = Heavy Attack Vehicle
Besides, as gets so vehemently pointed out time and time again on these forums, reality apparently has no place here because in reality, man portable anti-tank weaponry does it in one shot. May I introduce you to the Raytheon / Lockheed Martin FGM-148 Javelin?
So unless you actually have a valid argument, I'm done with you. You read into my words things that aren't there nearly as much as my ex wife did. LOL
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Jakobi Wan
Legions of Infinite Dominion
47
|
Posted - 2013.12.08 15:09:00 -
[367] - Quote
Kekklian Noobatronic wrote:Looks like CCP never learned their lessons from beta...
AV effectiveness drastically reduced, forge guns nerfed, tanks reworked in to viable murder platforms. CCP doesn't want people killing tanks, they just want them "harassing" them off the field temporarily. That way, they don't have to deal with tank driver crying over losing their "investment" - despite AV players and standard foot soldiers losing theirs by the boatload.
Welcome back Tank514. As someone who dedicated themselves to AV, I don't think I'll be bothering to come back after this deployment.
so CCP wants me to drop a forge/plasma/swarm and instead of actually getting kills with it.. just sit around until the birds fly home? that's cool.. guess i'll just have to use my proxies until they nerf those too.. but that'll be a long time from now and way before any real advancement with the game is made.. that's good to know.. jeeze i hope they pay these people for more than just readjusting numbers... |
Jakobi Wan
Legions of Infinite Dominion
47
|
Posted - 2013.12.08 15:30:00 -
[368] - Quote
this level of "balance", if that's what makes you guys feel better about yourselves when describing your current lack of ability.. or rather excessive of inability, (see i can twist words to make them sound self-righteous and asinine too)
...CCP IS EFFECTIVELY ELIMINATING ALL SENSE OF AW-INSPIRING REALISM AND LARGER THAN LIFE SETTING
why take this away from us? you're alienating real FPS players in favor of RTS tankers and dropshippers... i understand the crowd your trying to appeal to is infact your own EVE crowd... but lets not forget new target markets... isnt why this game was released??? |
Maken Tosch
DUST University Ivy League
5685
|
Posted - 2013.12.08 17:16:00 -
[369] - 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
Someone here needs to read up on Sun Tzu's Art of War.
OK, CCP. When are knives finally going to be improved?
|
Atheor Sindromer
Ahrendee Mercenaries EoN.
1
|
Posted - 2013.12.08 17:33:00 -
[370] - Quote
Uhm, I just spent like 1mil. SP in the AR Damage skill lvl 5 because I just came back from 4 months of inactivity and didn't realize they were adding new rifles. A skill respec would be really appreciated since I have no SP left to put into the Minmatar Combat Rifles :(.
There should be an option to at least allow 1 free SP respec in every Dust 514 merc's lifetime, for cases like these. Either that or I would be fine with CCP allowing me to reset my total SP I've put into weaponry (since you guys ****** me over with the Flaylock Pistol RIGHT BEFORE the update that nerfed it).
Other than that, nice update! (Although my Minmatar Assault doesn't appreciate the shield nerf since my life usually depends on shields). |
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Evane Sa'edi
Forsaken Immortals Top Men.
77
|
Posted - 2013.12.08 23:17:00 -
[371] - Quote
What logic do CCP use behind their weapons development programme? I would have thought that any milatary scientist would be trying for bigger and better than before, not backwards. What happened to dead-fire missile systems? Anti-personnel mines? Micro-fission tactical weapons? These are all weapons systems that were developed on Terra before mankind went beyond our solar system. As part of a K.I.S.S. engineering protocol, AV weapons should be a real threat to all vehicles - not cut back at every complaint from a tank driver that his HAV got blown away too quickly or that swarm launchers are picking on him. 20th century anti-tank weapons had an equal range to the vehicles that they were designed to kill (usually in 1 to 2 hits, not the multi-salvo bararge we need to kill Proto level HAV's) |
JP Acuna
war-legends elite
46
|
Posted - 2013.12.09 05:26:00 -
[372] - Quote
Beren Hurin wrote:Also, I am curious what that impulse impact for weapons is?
^This. It's disturbingly weird.
|
JP Acuna
war-legends elite
46
|
Posted - 2013.12.09 05:41:00 -
[373] - Quote
I love my Gallente armor tanking fits, but i'm not glad about the shield nerf. If it gets bad, it will only mean a future nerf for armor as well, not to mention all the people who are going to give up on shields and start running Gallente. It has already starded.
|
Shion Typhon
Intara Direct Action Caldari State
325
|
Posted - 2013.12.09 08:07:00 -
[374] - Quote
Gonna be so epic when people realise the vehicle changes do nothing to fix the combined arms balance problem and in fact make it worse. I give it 2-3 days before the rage-fuelled threadnaughts start to deliver. |
Mathew LaBorde
The Generals General Tso's Alliance
30
|
Posted - 2013.12.09 10:22:00 -
[375] - Quote
I want my skill points back o. Swarms now no point in even having them |
Qn1f3
Gallente Federation
31
|
Posted - 2013.12.09 12:33:00 -
[376] - Quote
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. |
IraqiFriendshipExplosive
Edimmu Warfighters Gallente Federation
19
|
Posted - 2013.12.09 13:38:00 -
[377] - Quote
Shijima Kuraimaru wrote:IAmDuncanIdaho II wrote:Shijima Kuraimaru wrote: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? Looks like we misread each other then. What I'm trying to say is that sure, vehicles are supposed to have some advantages. LAVs have speed, dropships have flight and troop carrying capacity, and HAVs have large turrets. All vehicles get seventy-five plus percent resistance to small arms, are faster than infantry, have better EHP (except for the LAV when compared to a proto EHP speced sentinal), and HAV's have about ten times the average EHP than the average assault. Weapons made specifically for use against vehicles shouldn't be made to have little to no effect. Infantry who fit AV are at a disadvantage against other non-AV infantry. That sacrifice should allow a counterbalance to vehicle advantages. AV should always be a legitimate threat to vehicles, not just an annoyance. If you want to consider it an advantage, AV infantry's only advantages over vehicles is that they're smaller and more likely able to utilize terrain for cover, while wielding low ammo capacity weapons that should be effective versus vehicles without having to use more than twenty-five percent of their base total ammo capacity. With the state the game is in right now, specifically team size, it is unreasonable to call for the creation of a norm where three plus mercs have to dedicate to AV to threaten a solo pilot and his HAV/dropship. Other games I've played a heavy slow fire AV role in, I've taken out enemy vehicles in two to three shots, sometimes even one. This is the only game I've ever played where, on average, I have to reload to finish a HAV while using the most effective AV weapon providing it doesn't escape while I'm reloading. As it's going to stand in 1.7, Vehicles (maybe just HAV's) will have short "windows of opportunity" when the vehicles will shine and be nearly indestructible. Between those "windows" the AV will shine. Both sides of the line will have to consider their opportunities to press their advantage.
You know in other games those tanks and vehicles respawn constantly and cost absolutely nothing. I'm thinking the Battlefield series here. That is the problem we must face. This is DUST and there is no free vehicle respawn. Each vehicle has to be called in manually and it has to have been prebuilt and bought buy the user in question. I think that is why we cannot simply balance it just how it would be in other FPS games. |
JP Acuna
war-legends elite
46
|
Posted - 2013.12.09 14:49:00 -
[378] - Quote
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. |
AL TheShow
DUST University Ivy League
0
|
Posted - 2013.12.09 17:18:00 -
[379] - Quote
shield nerfs not good says this Minmatar |
NextDark Knight
Hellstorm Inc League of Infamy
100
|
Posted - 2013.12.09 17:38:00 -
[380] - Quote
More Caldari Forge Nerfs plus Caldari shield nerfs? The damage I expected. The charge time was unnecessary, you already made it a novality weapon with the splash reduction which is no better the the flay lock side arm. Removal of team view nerf to the fore gun. Having the forge only to be used by the biggest and slowest target in the game (A fat heavy suite). I find myself equiping a Proto AR on my heavy suite instead of using forge guns now. In past builds I primary used forge for anti-infantry weapon. Once real tankers found out how to fit there armor tanks it wasn't much fun trying to hunt them as they could tank anything my proto assault could throw at them. Sometimes I would run across a few want to be tankers they would die easy enough because they didn't know how to evade or what team communication was... but they paid the price for it.
As much $$$ as I spent on this damn game I well expect to see Real-statistical data on why the Forge Splash and charge time was moved. Is it a CPM QQing or a pool of medium suite users QQing? With passive skills on whatever suite the forge should be on there needs to be at least 3.0~2.7m splash on proto and 2.7~2.5 splash on advanced levels. Please show us the stats CCP.
I dont' like running a Assault Riffle on my heavy suite.. and why all the shield hate. |
|
NextDark Knight
Hellstorm Inc League of Infamy
100
|
Posted - 2013.12.09 17:46:00 -
[381] - Quote
Mathew LaBorde wrote:I want my skill points back o. Swarms now no point in even having them
Forget Skill Respects, I want answers on why so called developers want me to not use a Forge Gun. They make a really balanced lethal weapon and then removal everything that makes it worth heaving it on a heavy suite. If I didn't enjoy New Edan so much I was ask for my money back.
If they nerf it anymore it should just go on a Light Weapon slot. |
IAmDuncanIdaho II
R 0 N 1 N
196
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Posted - 2013.12.09 19:48:00 -
[382] - 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 |
Slag Emberforge
Immortal Retribution
220
|
Posted - 2013.12.09 20:16:00 -
[383] - Quote
NextDark Knight wrote:Mathew LaBorde wrote:I want my skill points back o. Swarms now no point in even having them Forget Skill Respects, I want answers on why so called developers want me to not use a Forge Gun. They make a really balanced lethal weapon and then removal everything that makes it worth heaving it on a heavy suite. If I didn't enjoy New Edan so much I was ask for my money back. If they nerf it anymore it should just go on a Light Weapon slot.
They intend to nerf it out of existence, then there will be no heavies left.
HMG sucks, FG will soon suck, Heavy suit sucks.
I think their goal is AR/SCR/ Tank 514. |
Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
10
|
Posted - 2013.12.09 22:27:00 -
[384] - Quote
Slag Emberforge wrote:NextDark Knight wrote:Mathew LaBorde wrote:I want my skill points back o. Swarms now no point in even having them Forget Skill Respects, I want answers on why so called developers want me to not use a Forge Gun. They make a really balanced lethal weapon and then removal everything that makes it worth heaving it on a heavy suite. If I didn't enjoy New Edan so much I was ask for my money back. If they nerf it anymore it should just go on a Light Weapon slot. They intend to nerf it out of existence, then there will be no heavies left. HMG sucks, FG will soon suck, Heavy suit sucks. I think their goal is AR/SCR/ Tank 514.
I doubt they'll release any new suits anytime soon. Also, yeah, seconding the AR/SCR/Tank 514. If shield vehicles really will be godmode in 1.7, I may have to skill into Pythons so I can kill people easier than using an AR or SCR. |
bundie bitches
RARE850
0
|
Posted - 2013.12.10 00:20:00 -
[385] - Quote
@logibro
after looking at everything that is in this patch the one thing that i am still wondering about is. will we have the ability to do something about the assets that we have racked up but no longer use due to the upgrades. a stacking penalty for using a shield extender doesnt seem to me to be of the utmost importance considering that 90 percent of the time stacking the shield extender is the only way some people can survive when they are in a match and everybody on the other team seems to have nothing but proto load out. the other concern i have is how much of a pain in the ass it is to have to go in and detonate remote explosives, i believe that if you make it to were you detonate them from your neocom as you would call in an orbital would make it a little more thrilling to use the remote explosives because as of right now it is such a pain in the ass trying to detonate them and get a kill because people usually leave the area or destroy it before you even have a chance to detonate them. my only other concern is the similarity between the minmatar basic suit and assault suit. the only difference between them is the assault suit has one extra low power slot on the adavance suit compared to the basic but everything else is the same, one would think that being that it is an assault suit they would not be almost 100% identical. |
TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
254
|
Posted - 2013.12.10 00:52:00 -
[386] - Quote
bundie bitches wrote:@logibro
after looking at everything that is in this patch the one thing that i am still wondering about is. will we have the ability to do something about the assets that we have racked up but no longer use due to the upgrades. a stacking penalty for using a shield extender doesnt seem to me to be of the utmost importance considering that 90 percent of the time stacking the shield extender is the only way some people can survive when they are in a match and everybody on the other team seems to have nothing but proto load out. the other concern i have is how much of a pain in the ass it is to have to go in and detonate remote explosives, i believe that if you make it to were you detonate them from your neocom as you would call in an orbital would make it a little more thrilling to use the remote explosives because as of right now it is such a pain in the ass trying to detonate them and get a kill because people usually leave the area or destroy it before you even have a chance to detonate them. my only other concern is the similarity between the minmatar basic suit and assault suit. the only difference between them is the assault suit has one extra low power slot on the adavance suit compared to the basic but everything else is the same, one would think that being that it is an assault suit they would not be almost 100% identical. Those are, dumb suggestions.
Thanks CCP Foxfour
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IVIaster LUKE
114
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Posted - 2013.12.10 02:25:00 -
[387] - Quote
bundie bitches wrote:@logibro
after looking at everything that is in this patch the one thing that i am still wondering about is. will we have the ability to do something about the assets that we have racked up but no longer use due to the upgrades. a stacking penalty for using a shield extender doesnt seem to me to be of the utmost importance considering that 90 percent of the time stacking the shield extender is the only way some people can survive when they are in a match and everybody on the other team seems to have nothing but proto load out. the other concern i have is how much of a pain in the ass it is to have to go in and detonate remote explosives, i believe that if you make it to were you detonate them from your neocom as you would call in an orbital would make it a little more thrilling to use the remote explosives because as of right now it is such a pain in the ass trying to detonate them and get a kill because people usually leave the area or destroy it before you even have a chance to detonate them. my only other concern is the similarity between the minmatar basic suit and assault suit. the only difference between them is the assault suit has one extra low power slot on the adavance suit compared to the basic but everything else is the same, one would think that being that it is an assault suit they would not be almost 100% identical.
*takes a right turn off a cliff laughing*.
"If you can dodge a Wrench, you can dodge a Duvolle".
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dustwaffle
Xer Cloud Consortium
722
|
Posted - 2013.12.10 06:10:00 -
[388] - Quote
Atheor Sindromer wrote:Uhm, I just spent like 1mil. SP in the AR Damage skill lvl 5 because I just came back from 4 months of inactivity and didn't realize they were adding new rifles. A skill respec would be really appreciated since I have no SP left to put into the Minmatar Combat Rifles :(.
There should be an option to at least allow 1 free SP respec in every Dust 514 merc's lifetime, for cases like these. Either that or I would be fine with CCP allowing me to reset my total SP I've put into weaponry (since you guys ****** me over with the Flaylock Pistol RIGHT BEFORE the update that nerfed it).
Other than that, nice update! (Although my Minmatar Assault doesn't appreciate the shield nerf since my life usually depends on shields). So instead of taking the time to read up, or at least ask around, you dumped a significant amount of SP into something which you now regret? Yep, sounds about right. No respec, CCP can't patch stupid. |
DeeJay One
Guardian Solutions DARKSTAR ARMY
139
|
Posted - 2013.12.10 07:56:00 -
[389] - Quote
NextDark Knight wrote:As much $$$ as I spent on this damn game I well expect to see Real-statistical data on why the Forge Splash and charge time was moved.
You answered that question yourself:
NextDark Knight wrote:In past builds I primary used forge for anti-infantry weapon.
The money argument is well, a bit moot in a F2P game. Every euro cent I spent I spent knowing full well, that this game is constantly changing and I'm essentially throwing my money into the void. |
Ken Shinozaki
Bragian Order Amarr Empire
0
|
Posted - 2013.12.10 08:23:00 -
[390] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
Officer? I never heard of those type of forge guns? Are they those rare types or those that require Aurum?
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