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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
gandalgrey
Endless Hatred
93
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Posted - 2013.12.04 21:08:00 -
[151] - Quote
Yeah new pretty looking maps and yeah I can finally heal people that need healing whoop whoop
Enjoy my logi love juice
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Maken Tosch
DUST University Ivy League
5572
|
Posted - 2013.12.04 21:09:00 -
[152] - Quote
Hey, CCP Logibro.
Anything about improvements to nova knives and cloaking modules?
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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Foundation Seldon
Gespenster Kompanie Villore Accords
248
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Posted - 2013.12.04 21:12:00 -
[153] - Quote
Iron Wolf Saber wrote:KenKaniff69 wrote:CCP Logibro wrote:Grumble Grr.. I could have sworn the Forge Gun numbers were in there. I'll track them down for you guys and post them when I find them. Can't tell if troll or not.... Not trolling I have seen the numbers before and well I am too wondering where they went.
AW SNAP, WHAT A TWIST.
1.7 LAVs - Thoughts and Discussion
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
411
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Posted - 2013.12.04 21:14:00 -
[154] - Quote
Kevall Longstride wrote:Jaysyn Larrisen wrote:Kevall Longstride wrote:Don't want to sound cruel but I'm loving the QQing already happening about this. 'Added shield extender penalty - stacking slows down the depleted shield recharge delay.' Well, use a regulator in your low slot then, oooohhh I see, you won't be able to duel tank as well anymore if you have to do that will you..... Boo hoo. You'll have to be a true shield tanker now won't you? Maybe drop a damage modifier or two. You'll have to put some thought into your fittings now. What a shame Mawwhahahahah!!! I have a fair measure of respect for the work you do with D-Uni and E-Uni but that's a pretty assinine statement. So...with TTK paper thin you some how think shield tanking need some additional constraints or handicaps thrown in? Perhaps you think that stacking armor mods in low slots and not having to make any choices for high slots other than damage mods is putting thought into fittings? Really? And what fitting do you use...oh wait, you don't actually play Dust much do you? I rarely poke someone on these forums but I would have thought something sharper than that would have come from you. Asinine? Perhaps. But born of frustration. I've long had a bugbear about duel tanking (comes from playing Eve) and I've a long history of encouraging students to specialise in either Shield Tanking or Armour Tanking, only skilling in both when they've completely mastered one. And only to skill in the relevant one for the suits strengths. Now I've no real problem in players skilling into what was competitive at the time and when what was competitive was due to CCP screwing up that's CCP's problem, not the fault of that player. However...... When the error on CCP's part, in this case, the rise of the Logi-slayer and their ability to out tank an Assault suit by duel tanking, is so VERY obviously going to be fixed in a future point build, then I have little to no sympathy. If you poured SP into a suit class when it was clear it was OP and likely to be nerfed at some point, then you've nothing to complain about when that nerf lands as far as I'm concerned. You've had your fun at the expense of others, now you have to pay the cost of it. This is a game of consequence after all. And someone mentioned earlier that the regulator is the most useless module in the game. It is right now. However, come next Tuesday I think you'll find that it'll become much more important to shield tankers. And become useful again, which is why the delay nerf was put in there in the first place. You can still stack those Extenders but you'll have to lose an armour plate to compensate for the delay. And with a complex Regulator I'm fairly sure that the delay will in fact be less than what it is now, giving you an advantage. I honestly think that this delay nerf is going to finally bring in a lot of new inventive fits, bringing some needed variety to the game.
Let me be clear. I run a CalAssault purely...i'm not a Slayer Logi. Less CPU/PG to go around and believe me you have to be creative with your fits when you can't brick tank. I have to make trade offs in buffer / regen and DPS.
If the shields would stop more than dirty looks you have a great point but they don't. The entire concept behind rechargers, energizers, and regulators is that you can regenerate buffer and quickly re-engage effectively instead of a stand and trade DPS style approach. That playstyle theory is entirely based on the idea that the shields will protect you LONG ENOUGH to get behind cover or disengage and they certainly don't do that at the moment.
I would buy the stacking penalty on extenders if they buffed the raw HP they provided. The bottom line is that a basic armor plate significantly more effective and efficient than a complex extender. |
Iron Wolf Saber
Den of Swords
11017
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Posted - 2013.12.04 21:18:00 -
[155] - Quote
Ryder Azorria wrote:Iron Wolf Saber wrote:KenKaniff69 wrote:CCP Logibro wrote:Grumble Grr.. I could have sworn the Forge Gun numbers were in there. I'll track them down for you guys and post them when I find them. Can't tell if troll or not.... Not trolling I have seen the numbers before and well I am too wondering where they went. Hmmm... Would it still be a breach of your NDA if you were to post said numbers - I mean technically you're just saving Logibro some time. EDIT: Spectral Clone wrote:What about TTK. Why has this very important issue not been patched yet? It has been a month... Also, this is the worst time to add the shield recharge penalty due to the TTK. 1.7 was feature locked very shortly after 1.6 was released, if not before - and besides, fixing TTK is a complicated issue that requires more than just a quick knee jerk reaction.
Not my job to do his job. Also there are more things at work than just me posting it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Infantry Armoring =// Unlocked
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Joel II X
AHPA
272
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Posted - 2013.12.04 21:18:00 -
[156] - Quote
I would've liked the shield nerf, if they buffed the amount of shields it extended as well. You didn't even takea step forward in this one, CCP, just a step backward. The other changes are great, in my opinion. Maybe make the swarms 200m next time? |
KenKaniff69
Fatal Absolution
954
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Posted - 2013.12.04 21:24:00 -
[157] - Quote
Joel II X wrote:I would've liked the shield nerf, if they buffed the amount of shields it extended as well. You didn't even takea step forward in this one, CCP, just a step backward. The other changes are great, in my opinion. Maybe make the swarms 200m next time? Swarms need to stop being spammed from distances that are unreasonable. If you want your homing weapon then you need to get closer. You don't even render half the time. Hopefully with the change you will render AND I can kill you.
So about those vehicle locks...
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Jacques Cayton II
Providence Guard Templis Dragonaors
199
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Posted - 2013.12.04 21:29:00 -
[158] - Quote
Kevall Longstride wrote:Jaysyn Larrisen wrote:Kevall Longstride wrote:Don't want to sound cruel but I'm loving the QQing already happening about this. 'Added shield extender penalty - stacking slows down the depleted shield recharge delay.' Well, use a regulator in your low slot then, oooohhh I see, you won't be able to duel tank as well anymore if you have to do that will you..... Boo hoo. You'll have to be a true shield tanker now won't you? Maybe drop a damage modifier or two. You'll have to put some thought into your fittings now. What a shame Mawwhahahahah!!! I have a fair measure of respect for the work you do with D-Uni and E-Uni but that's a pretty assinine statement. So...with TTK paper thin you some how think shield tanking need some additional constraints or handicaps thrown in? Perhaps you think that stacking armor mods in low slots and not having to make any choices for high slots other than damage mods is putting thought into fittings? Really? And what fitting do you use...oh wait, you don't actually play Dust much do you? I rarely poke someone on these forums but I would have thought something sharper than that would have come from you. Asinine? Perhaps. But born of frustration. I've long had a bugbear about duel tanking (comes from playing Eve) and I've a long history of encouraging students to specialise in either Shield Tanking or Armour Tanking, only skilling in both when they've completely mastered one. And only to skill in the relevant one for the suits strengths. Now I've no real problem in players skilling into what was competitive at the time and when what was competitive was due to CCP screwing up that's CCP's problem, not the fault of that player. However...... When the error on CCP's part, in this case, the rise of the Logi-slayer and their ability to out tank an Assault suit by duel tanking, is so VERY obviously going to be fixed in a future point build, then I have little to no sympathy. If you poured SP into a suit class when it was clear it was OP and likely to be nerfed at some point, then you've nothing to complain about when that nerf lands as far as I'm concerned. You've had your fun at the expense of others, now you have to pay the cost of it. This is a game of consequence after all. And someone mentioned earlier that the regulator is the most useless module in the game. It is right now. However, come next Tuesday I think you'll find that it'll become much more important to shield tankers. And become useful again, which is why the delay nerf was put in there in the first place. You can still stack those Extenders but you'll have to lose an armour plate to compensate for the delay. And with a complex Regulator I'm fairly sure that the delay will in fact be less than what it is now, giving you an advantage. I honestly think that this delay nerf is going to finally bring in a lot of new inventive fits, bringing some needed variety to the game. Wrong that means that regulators are just that more useless the recharge delay will be to long with the stacking penalty
We fight for the future of the State not our
personal goals
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Daxxis KANNAH
Distinct Covert Initiative
490
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Posted - 2013.12.04 21:36:00 -
[159] - Quote
If they want Shield Regs to work then make them 25 / 50 / 75 and make them CPU/PG intensive enough and stacking penalty high enough that people wont stack them.
Still sucks for Minmatar Scouts and Assaults that have all of 2 LOW SLOTS!!!!!!!!! |
Ripcord19981
KNIGHTZ OF THE ROUND Legacy Rising
286
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Posted - 2013.12.04 21:36:00 -
[160] - Quote
That shield nerf is gonna end me ill adopt though, hopefully
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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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3688
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Posted - 2013.12.04 21:38:00 -
[161] - Quote
What happened to the Caldari Production Facility? I don't see it in the patch notes? Delayed?
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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BMSTUBBY
KILL-EM-QUICK RISE of LEGION
416
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Posted - 2013.12.04 21:39:00 -
[162] - Quote
Ripcord19981 wrote:That shield nerf is gonna end me ill adopt though, hopefully Oh yeah? A boy or a girl?
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
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BMSTUBBY
KILL-EM-QUICK RISE of LEGION
416
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Posted - 2013.12.04 21:41:00 -
[163] - Quote
Iron Wolf Saber wrote:Ryder Azorria wrote:Iron Wolf Saber wrote:KenKaniff69 wrote:[quote=CCP Logibro]Grumble Grr.. I could have sworn the Forge Gun numbers were in there. I'll track them down for you guys and post them when I find them. Can't tell if troll or not.... Not trolling I have seen the numbers before and well I am too wondering where they went. Hmmm... Would it still be a breach of your NDA if you were to post said numbers - I mean technically you're just saving Logibro some time. Not my job to do his job. Also there are more things at work than just me posting it. This ^ is a troll. From one of the best trolls around.
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
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Agrios Endendros
Single Serving Friends
58
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Posted - 2013.12.04 21:41:00 -
[164] - Quote
As a dedicated swarm user, I support these changes. If you were serious about taking out a tank, you already needed to engage a good tanker from within the 175m range(preferably within AV nade distance). With the removal of active reppers things should balance nicely. However, dropships(and red line rail tanks, I guess) are no longer my responsibility. I'll keep assaults from hovering, but beyond that, its up to you forge guns and rail tanks, now.
I agree the 400m is way too far but I think 175m might be a wee bit short.
Alts: Haruko Endendros, Canti Endendros, & Zero Endendros
Play Dust! Join Here!
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Heavenly Daughter
the Aurum Grinder and Company
217
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Posted - 2013.12.04 21:43:00 -
[165] - Quote
Hey Pilots, no more lockons from swarm launchers, stay 200m mtrs away and you'll be fine lol.
. __
/.)\ Nade | Scan Attempt Prevented | 31 mill SP
\__/ 514 | NFP Prime League Winner| Longest Kill 588 Mtr
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Luis rules 1st
Valor Coalition Proficiency V.
20
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Posted - 2013.12.04 21:44:00 -
[166] - Quote
KenKaniff69 wrote:Joel II X wrote:I would've liked the shield nerf, if they buffed the amount of shields it extended as well. You didn't even takea step forward in this one, CCP, just a step backward. The other changes are great, in my opinion. Maybe make the swarms 200m next time? Swarms need to stop being spammed from distances that are unreasonable. If you want your homing weapon then you need to get closer. You don't even render half the time. Hopefully with the change you will render AND I can kill you.
Yeah.... Apply that concept to a Forge.. Or tell snipers they need to get close to ya, otherwise is cheating |
Jadek Menaheim
Xer Cloud Consortium
559
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Posted - 2013.12.04 21:46:00 -
[167] - Quote
Holy Smokes CCP, you've outdone yourself in a great way! Bravo!
Still I'm going to keep bringing this up.
Jadek Menaheim wrote:Are any changes being introduced for the resupply range when approaching a Supply Depot for ammo in 1.7? The current distance for depot-to-vehicle repairs feels terribly close in the context of repairing a dropship. You practically need to be touching the depot to see an effect. I can foresee some major problems with pilot blindspots when multiple dropships need to resupply ammo in addition to armor from the same station at those distances.
Suggestion 1: We either need a wide berth bubble resupply system or some modicum of air-traffic control light indicators. Multiple dropship entering the same airspace without guaranteed communication abilities is going to equal unnecessary frustration for pilots.
Suggestion 2: Develop a small socket single landing pad. I'm sure this has been brought up elsewhere. Landing pads themselves would be large variations of supply depots that once docked with would begin repairing, replenishing ammo, and even giving stat buffs with a cool-down timer. Lastly I would like to see these landing pads become activated CRUs, when a dropship is docked, immediately spawning mercs into the dropship either through smart deploy or selected deploy.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Cosgar
ParagonX
8318
|
Posted - 2013.12.04 21:48:00 -
[168] - Quote
BMSTUBBY wrote:Ripcord19981 wrote:That shield nerf is gonna end me ill adopt though, hopefully Oh yeah? A boy or a girl? Maybe that bastard child you don't want your baby's momma to find out about.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8318
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Posted - 2013.12.04 21:50:00 -
[169] - Quote
Agrios Endendros wrote:As a dedicated swarm user, I support these changes. If you were serious about taking out a tank, you already needed to engage a good tanker from within the 175m range(preferably within AV nade distance). With the removal of active reppers things should balance nicely. However, dropships(and red line rail tanks, I guess) are no longer my responsibility. I'll keep assaults from hovering, but beyond that, its up to you forge guns and rail tanks, now.
I agree the 400m is way too far but I think 175m might be a wee bit short. Think of it as a temporary solution until they can fix rendering.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Atiim
Living Like Larry Schwag
1583
|
Posted - 2013.12.04 21:58:00 -
[170] - Quote
Atom Heart Mother wrote:all quite good, but nerf on AV? what's the reason for that? look at the proto grenade, now it deals less damage than standard, this is silly, and what abpout swarm launchers?? why? why did you touch AV? because of noob tankers complaining? no good, this is no good, I'm really disappointed WTF While I do believe that they went way too far, they are also re-working vehicles as well.
If you want a good AV weapon after 1.7 however, I suggest you skill into the Railguns.
It's all that will be left after the LOLTank Brigade [LTBG] is finished pouring their buckets of QQ everywhere.
My Very First Thread About Tanks
-HAND
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Saoa Scum
Judge Mercenaries
38
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Posted - 2013.12.04 22:00:00 -
[171] - Quote
Give me one good reason for the shield nerf? And here i was actually hoping for a balance on this patch but instead you made it worse..
Frustrating i must say.. |
KenKaniff69
Fatal Absolution
954
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Posted - 2013.12.04 22:02:00 -
[172] - Quote
Luis rules 1st wrote:KenKaniff69 wrote:Joel II X wrote:I would've liked the shield nerf, if they buffed the amount of shields it extended as well. You didn't even takea step forward in this one, CCP, just a step backward. The other changes are great, in my opinion. Maybe make the swarms 200m next time? Swarms need to stop being spammed from distances that are unreasonable. If you want your homing weapon then you need to get closer. You don't even render half the time. Hopefully with the change you will render AND I can kill you. Yeah.... Apply that concept to a Forge.. Or tell snipers they need to get close to ya, otherwise is cheating I can't hit you in my tank from 400 away at the moment. My dropsuit can counter snipe without issue-as long as he isn't head glitching. The last time I was in a PC (game before we took the district) you guys constantly spammed swarms from your home point to our home point. Even though there was ZERO chance I could kill you, you pounded the crap out of me in the best fit in the game. It was only when you actually crossed the bridge that I could even kill you. Under that circumstance It was only my decision to peel away that kept you from spamming more AV.That shouldn't be how it works. Then your ability to solo me while you strafed through my turret fire (426 RPM) was just broken. Hopefully hit detection will be fixed and you will have to actually engage vehicles to kill them.
PS not you personally, but the tactics that were used are not balanced.
So about those vehicle locks...
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Vulpes Dolosus
SVER True Blood Public Disorder.
374
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Posted - 2013.12.04 22:04:00 -
[173] - Quote
Heavenly Daughter wrote:Hey Pilots, no more lockons from swarm launchers, stay 200m mtrs away and you'll be fine lol. First of all, forges are still a thing, though they may be getting a nerf, we'll see.
Second, have you ever tried hitting anything >100m away in an ADS? It's almost impossible to see anything at that range, let alone track and kill. Most engagements are well within 60m or so.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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Jebus McKing
Molon Labe. RISE of LEGION
187
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Posted - 2013.12.04 22:05:00 -
[174] - Quote
The Pros sensitivity settings
Ambush spawns
new weapons
repair tool health bars
volcanos
The Cons no improvement to the horrible mouse input delay
no improvements to framerate issues
no word about improvement of lag issues
buff to SCR range
shield extender nerf
buffed LP prototype weapons
no team deploy for FW
lock timers for vehicles
Forge Guns still not nerfed into oblivion
Sniper Rifles still in the game
The Mehs sound effects in the end of match screen?! what?
[*]leaderboards
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Reav Hannari
Red Rock Outriders
2077
|
Posted - 2013.12.04 22:05:00 -
[175] - Quote
Saoa Scum wrote:Give me one good reason for the shield nerf? And here i was actually hoping for a balance on this patch but instead you made it worse..
Frustrating i must say..
There was discussion before 1.6 that shield tankers had no drawbacks while armor did so a drawback was designed and implemented. Remember that the majority of 1.7 was locked in shortly after 1.6 shipped and there wasn't much time to analyze TTK. My guess is this was one of the first things into 1.6.
Honestly, TTK is a separate issue from shield stacking and will be adjusted once a plan is in place. People are over reacting considering they don't even know what the penalty is. My guess its as minor as the armor speed penalty.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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Jadek Menaheim
Xer Cloud Consortium
560
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Posted - 2013.12.04 22:06:00 -
[176] - Quote
Jadek Menaheim wrote:Holy Smokes CCP, you've outdone yourself in a great way! Bravo! Still I'm going to keep bringing this up. Jadek Menaheim wrote:Are any changes being introduced for the resupply range when approaching a Supply Depot for ammo in 1.7? The current distance for depot-to-vehicle repairs feels terribly close in the context of repairing a dropship. You practically need to be touching the depot to see an effect. I can foresee some major problems with pilot blindspots when multiple dropships need to resupply ammo in addition to armor from the same station at those distances. And for that matter have you changed the location of supply depots in the friendly red zone. My Tank and LAV can't climb stairs to reach the supply depots in the small and medium Research Facility sockets.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Galvan Nized
Deep Space Republic Top Men.
341
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Posted - 2013.12.04 22:06:00 -
[177] - Quote
Roy Ventus wrote:RAMB0 wrote:Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Why? The high CPU and PG cost for so little HP isn't enough penalty? Boooooooo
Last time I checked, the Armor based modules had WAY more CPU and PG cost than Shield based modules.
Haha, either a great troll or terribly wrong.
Armor plates BASIC-10/1 ADV-20/6 PRO-30/12
Shield Extenders BASIC-18/3 ADV-36/6 PRO-54/11
Shield extenders cost nearly twice as much as armor plates. ONLY thing that balances it is CPU/PG enhancers.
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Luis rules 1st
Valor Coalition Proficiency V.
21
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Posted - 2013.12.04 22:07:00 -
[178] - Quote
KenKaniff69 wrote:Luis rules 1st wrote:KenKaniff69 wrote:Joel II X wrote:I would've liked the shield nerf, if they buffed the amount of shields it extended as well. You didn't even takea step forward in this one, CCP, just a step backward. The other changes are great, in my opinion. Maybe make the swarms 200m next time? Swarms need to stop being spammed from distances that are unreasonable. If you want your homing weapon then you need to get closer. You don't even render half the time. Hopefully with the change you will render AND I can kill you. Yeah.... Apply that concept to a Forge.. Or tell snipers they need to get close to ya, otherwise is cheating I can't hit you in my tank from 400 away at the moment. My dropsuit can counter snipe without issue-as long as he isn't head glitching. The last time I was in a PC (game before we took the district) you guys constantly spammed swarms from your home point to our home point. Even though there was ZERO chance I could kill you, you pounded the crap out of me in the best fit in the game. It was only when you actually crossed the bridge that I could even kill you. Under that circumstance It was only my decision to peel away that kept you from spamming more AV.That shouldn't be how it works. Then your ability to solo me while you strafed through my turret fire (426 RPM) was just broken. Hopefully hit detection will be fixed and you will have to actually engage vehicles to kill them. PS not you personally, but the tactics that were used are not balanced.
Lol While reading I thought it was me But I don't even use swarms All I have is standar SL Which are not the best anyway But it's so stupid, imo, to have a locking weapon that can only lock at 200 They should have the option to fire them at will at least.
Anyway, better use that commet weapon (Plasma cannon). |
V1RONXSS
AL0NE Inc.
9
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Posted - 2013.12.04 22:08:00 -
[179] - Quote
omg nerf nerf nerf... AV weapons r just useless with stats u gave us here, unless u redused HP on vehicles, what u dont of course... adv av nades do fast the same as usual pro grenades.
Iceland weed tl;dr |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
419
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Posted - 2013.12.04 22:14:00 -
[180] - Quote
Jebus McKing wrote:
Forge Guns still not nerfed into oblivion
CCP Logibro wrote:Grumble Grr.. I could have sworn the Forge Gun numbers were in there. I'll track them down for you guys and post them when I find them.
https://forums.dust514.com/default.aspx?g=posts&m=1563421#post1563421
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
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