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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
393
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Posted - 2013.12.05 03:53:00 -
[241] - Quote
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
I know, right?
Too bad an exclusively shield tanked suit is not even viable right now in an un-nerfed state.
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Rynoceros
Rise Of Old Dudes
1480
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Posted - 2013.12.05 03:55:00 -
[242] - Quote
UI and HUD stuff looks great. (But, ouldn't move the clock on the Chat/Channels UI where it would be useful though?) The rest... we'll see.
Sorry, but I'm not going to think much of any patch that does not include a P2P Market, a sensible Matchmaking system, and the remaining Dropsuit variants. And you guys at CCP know you're coming up well short of the mark and sacrificing your player count without that basic content.
Cheeseburgers.
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Lillica Deathdealer
Mango and Friends
450
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Posted - 2013.12.05 04:10:00 -
[243] - Quote
This... Is a real man's update.
- Fear the Mango - Fear its friends -
Closed beta vet, Forum warrior prof. III
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STABBEY
Ancient Exiles. Renegade Alliance
483
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Posted - 2013.12.05 04:15:00 -
[244] - Quote
Stacking penalty for shield extenders is stupid.
To CCP: (GùúGùó)GöîGê¬GöÉ
Gÿú GÖ¦ Gÿñ Gäó © sç+(¬GÇ+¬)sç+ (-éGîú¦Ç_Gîú¦ü)ßòñ
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+¬(GùŦ«¦âGÇó)¦¦ (GùúGùó)GöîGê¬GöÉ (a+ç'¦Ç-'¦ü)a+ç GöîGê¬GöÉ(Gùú_Gùó)GöîGê¬GöÉ
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Bojo The Mighty
Zanzibar Concept
2293
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Posted - 2013.12.05 04:22:00 -
[245] - Quote
Quote:-Refactored incremental patch system Can someone explain this? I know it has something to do with the code but how does this affect the game? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4015
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Posted - 2013.12.05 04:25:00 -
[246] - Quote
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.
forums.dust514.com/default.aspx?g=posts&m=
(Frames) 1544109 (Advertisement) 1556863 (Hyperlinks) 1556885
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Alena Ventrallis
Osmon Surveillance Caldari State
211
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Posted - 2013.12.05 04:33:00 -
[247] - Quote
Not everything I wanted was in here, but you know what? You done good, CCP. I am pleased. I can wait on my other complaints.
A salute for you. o7 |
Kekklian Noobatronic
Goonfeet Top Men.
456
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Posted - 2013.12.05 04:45:00 -
[248] - Quote
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. |
AK Cyberdemon
Red Star. EoN.
3
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Posted - 2013.12.05 04:45:00 -
[249] - Quote
3% is not bad for caldari assault. If you have 4 of them on it is only 12% of 8 seconds, which comes out to less than a second more, so its not bad. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
468
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Posted - 2013.12.05 04:47:00 -
[250] - Quote
So the 3% applies regardless of what tier your shield extender is? And it only applies with each extender after the first one (i.e., a Cal Logi stacking 5x Complex will get a 12% longer depleted shield delay)? I can live with that, assuming CCP doesn't remove the secret shield buff. |
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Peter Hanther
Dead Six Initiative Lokun Listamenn
61
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Posted - 2013.12.05 04:49:00 -
[251] - Quote
Quote:GÇó Vehicle turrets now have ammunition. GÇó Added the ability to reload turrets. GÇó Added new Ammo Expansion Unit module to increase total ammo. GÇó Enabled turret ammo resupply at supply depot installations.
New tactic for teams that do not use vehicles... Destroy all the Supply Depots.
Will be interesting to see how the player base adapts to all this.
Just another Logi with a shotgun
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Demon Buddah
NECROM0NGERS Covert Intervention
60
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Posted - 2013.12.05 04:51:00 -
[252] - Quote
Penalty to shield extenders? Wow, another thing to make scouts weak. As if we weren't weak enough already. But hey, as long as the assault guys are happy the game is just fine right? Thanks CCP for screwing my scout up even more. |
Auris Lionesse
SVER True Blood Public Disorder.
3
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Posted - 2013.12.05 04:56:00 -
[253] - Quote
So when can I change the colors on my suit? |
Poultryge1st
Da Short Buss
16
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Posted - 2013.12.05 05:00:00 -
[254] - Quote
AK Cyberdemon wrote:3% is not bad for caldari assault. If you have 4 of them on it is only 12% of 8 seconds, which comes out to less than a second more, so its not bad.
I salute you o7. I think its funny people are still complaining about this. It is a minimal change to what we have now. |
M McManus
Sinq Laison Gendarmes Gallente Federation
325
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Posted - 2013.12.05 05:06:00 -
[255] - Quote
Nightbird Aeon wrote:Quote:Controls Updated tooltips on/off option to be dynamic based on input type. Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller. Increased granular sensitivity options to 0-100 (previously 0-10). I really like the addition of more granular tweaks, as well as being able to modify ADS and hipfire sensitivity. A couple of quick questions: 1 - Is the KB/M still using a DS3 emulator, or is it back on raw input? 2 - I didn't see it in the bug fixes, so I'll ask it here: is the "mouse doesn't work when sensitivity = 20" bug fixed in this patch? Nice notes! Cheers, Nightbird
And does Granular Sensitivity mean the sensitivity is now smoother across the board since the ranges are different and how will this effect KB/M ? Hopefully for the better ? |
Niina Eskola
Eskola Ergonomics
4
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Posted - 2013.12.05 05:10:00 -
[256] - 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 I literally love you.
Strength. Beauty. Quality. Eskola Ergonomics.
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rayakalj9
Opus Arcana Covert Intervention
1
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Posted - 2013.12.05 05:36:00 -
[257] - Quote
thank u ccp to make my shield extenders get worst why i thank u its because the game is gonna be unfair |
Harpyja
DUST University Ivy League
871
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Posted - 2013.12.05 05:57:00 -
[258] - Quote
Now that I know the forge guns are being changed, I am definitely skilling back into the Gunnlogi. Now, question is, proto missiles or proto railguns? I'd hate to go missiles only to get pounded by redline railgun tanks I can't ever reach.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Skybladev2
Vacuum Cleaner. LLC RUST415
70
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Posted - 2013.12.05 06:00:00 -
[259] - Quote
CCP Logibro wrote: - No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery.
What if I without squad or only player in squad? I will not be able to transport people for 15 seconds always? They just drive away, they will not wait for me!
<[^_^]>
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BARDAS
Shining Flame Amarr Empire
760
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Posted - 2013.12.05 06:13:00 -
[260] - Quote
I see nothing to entice me back into giving this game another shot. Completely weak sauce CCP. |
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1143
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Posted - 2013.12.05 06:21:00 -
[261] - 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.
Have you already forgotten the times tanks were a mere light breakfast for AV? The thing is: You just can't please everyone all the time. They try their best to make it balanced, to see through mere whining and spot actual complaints. It's not easy. I mean really: When AVs are able to do their job people complain that AV is too strong. When tanks hold out more than one AV shot people complain that tanks are too strong.
Skybladev2 wrote:CCP Logibro wrote: - No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery.
What if I without squad or only player in squad? I will not be able to transport people for 15 seconds always? They just drive away, they will not wait for me!
The devs said before that this is only a temporary solution. A real vehicle lock will be introduced in a lter patch. |
Beforcial
Clone Hijackers
45
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Posted - 2013.12.05 06:28:00 -
[262] - Quote
Great work y'all amazing update for the last bit of 2013!!
Eager to try out the different "Combat Rifles"
And i can't wait for 2014 continues work.
Big Up's!!
Minmatar Tactics (Duct Tape)
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Alena Ventrallis
Osmon Surveillance Caldari State
213
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Posted - 2013.12.05 06:45:00 -
[263] - Quote
An addendum CCP: rep tool health bars. I'm so happy I literally jumped up and danced. |
NoExsplosionsMgee
The Vanguardians
84
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Posted - 2013.12.05 07:10:00 -
[264] - Quote
Quote:Maps/Environments
Added a new volcano mood.
Added a new Caldari cityscape terrain backdrop.
Introduction of new volcano terraforming.
Hoooooooooooo man those sound cool as hell!!
a¦á__a¦¦a¦â
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Martin0 Brancaleone
Maphia Clan Corporation
487
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Posted - 2013.12.05 07:33:00 -
[265] - Quote
The entire patch is awesome, but what i love most is this:
CCP Logibro wrote:
You can now delete or mark all mail as read in the currently selected mailbox with a single operation.
THANK YOU! |
LittleCuteBunny
239
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Posted - 2013.12.05 07:34:00 -
[266] - Quote
Quote: Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller. Increased granular sensitivity options to 0-100 (previously 0-10).
I loved this, aside from that it was a relatively ok update
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Spectral Clone
Dust2Dust. Top Men.
797
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Posted - 2013.12.05 07:39:00 -
[267] - Quote
No new equipment in the patch? Was it excluded from the patch?
Why did you even mention that new equipment was coming before?
KDR > ALL
ME > KDR
ME > ALL
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Johnny Guilt
Algintal Core
372
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Posted - 2013.12.05 07:57:00 -
[268] - Quote
" Added physical impulses to all weapon impacts. "
what will this look like?
A strange game.
The only winning move is
not to play.
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DeeJay One
Guardian Solutions DARKSTAR ARMY
119
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Posted - 2013.12.05 08:30:00 -
[269] - Quote
To all those whining that armour tanking is OP: just wait until my combat rifle with +10% to armour dmg hits you ;) (the AR and shotty have -10% to armour damage and +10% for shields, while the combat rifle has only -5% for shields) |
IAmDuncanIdaho II
R 0 N 1 N
181
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Posted - 2013.12.05 08:51:00 -
[270] - 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. |
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