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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Logibro
C C P C C P Alliance
3810
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Posted - 2013.12.04 18:19:00 -
[1] - Quote
Uprising 1.7 Patch Notes
To be deployed 2013-12-10
Translated version will be posted tomorrow
Path to Game and Overall UI Made back end optimizations to reduce stalls when scrolling lists.
Integrated sound effects in the end of match screen.
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).
Gameplay Improved spawning in Ambush. Reduced possibility of spawning into a group of enemies when battle starts.
Transport Assists are no longer reduced when passenger accrues negative war points during assist window.
Added intel kill assist rewards for vehicle scanners.
HUD Removed the hit indication UI and reticle color change from null cannon installations.
Repositioned target intel readout to be closer to the gun.
Added warning for vehicle active damage modifiers to target intel.
Vehicles Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once weGÇÖve established a solid foundation we will start to introduce more types and build back out.
Vehicle turrets now have ammunition.
Added the ability to reload turrets.
Added new Ammo Expansion Unit module to increase total ammo.
Enabled turret ammo resupply at supply depot installations.
Updated third person dropship camera.
Renamed vehicle modules to be consistent with dropsuit gear naming conventions.
Added a damage threshold for triggering the shield recharge delay on vehicles to prevent low damage weapons from delaying vehicle shield recharge.
Adding owner and squad lock timers to vehicles.
- No-one apart from the vehicle owner can get into a vehicle for 5 seconds after delivery. - No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery. Improved low LOD vehicle animation.
Logistics LAV and Enforcer HAV roles have been removed pending an update before reintroduction. Available roles are:
- Standard HAV - Caldari & Gallente. - Standard LAV - Caldari & Gallente. - Standard Dropship - Caldari & Gallente. - Assault Dropship - Caldari & Gallente. Vehicle physics have been updated.
- Gallente ground vehicles have slower acceleration and higher straight line speed, while Caldari vehicles have quicker acceleration with lower top speed. - LAV - smoothed out power delivery. - HAV - increased speed and maneuverability. Turrets have been streamlined to their most necessary archetypes (standard to prototype). Available small and large turrets are:
- Railgun. - Blaster. - Missile. Large and small turrets have been rebalanced.
Module offerings have been streamlined to their most necessary archetypes. Available modules are:
- Shield Boosters. - Shield Hardeners. - Shield Extenders. - Armour plates. - Armour repairers. - Armour hardeners. - Damage amplifiers (per weapon types i.e. rail, blaster, missile). - Ammo Expansion Unit (per weapon type i.e. rail, blaster, missile). - CPU upgrades. - Power Grid Upgrades. - Scanners. - Mobile CRU. - Afterburners. - Boosts. Vehicle skills have been updated and skills not currently used/needed removed.
For more details on the vehicle changes please view the dev blog posted on http://dust514.com/news/blog/. Weapons Added Minmatar Combat Rifles.
Added Caldari Rail Rifles.
Updated rifle weapon ranges.
Reduced AV grenade damage (Standard: 1050 to 725; Advanced: 1260 to 870; Prototype: 1470 to 1015).
Reduced Swarm Launcher damage (330 to 220).
Reduced Swarm Launcher lock-on range from 400m to 175m.
Added physical impulses to all weapon impacts.
Removed physical recoil force on Assault Dropship small turrets.
Visuals Improved vehicle shield and armor repair effects.
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible.
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Maps/Environments Added a new volcano mood.
Added a new Caldari cityscape terrain backdrop.
Introduction of new volcano terraforming.
Factional Contracts Friendly fire has been enabled in all factional contract matches. Please watch your fire while participating in these battles.
The ability to punish team kills has been added to factional contract matches. You may now forgive or punish teammates when they kill you.
If a player receives multiple punishes for team killing they will be removed from all factional contract matches and unable to join again for the day.
Dealing damage to teammates, team vehicles and team equipment will be tracked on a per match basis. If a player deals 5,000 damage to teammates, vehicles or equipment in a single match they will be removed from the match and unable to join again for the rest of the day. Damage to installations is not counted.
Factional contract matches will no longer pay out ISK rewards.
Salvage in factional contract matches will now be based on what players on the other team lose in the match.
A new factional warfare tab has been added to the end of match screen demonstrating the status of factional warfare within New Eden and how the match youGÇÖve played affected the universe.
Standings Winning matches in factional contracts will earn you standing towards the side you are fighting for and lowerstanding towards the side you are fighting against.
Getting kicked from a match due to friendly fire will lower your standing towards the faction you were fighting for.
Your standings progress is now shown on the progression end of match screen.
You can also see your standings in the character information sheet under the new standings tab.
Loyalty Points Participating in factional contract matches will earn participants loyalty points for the faction they are fighting for.
Loyalty points can be spent on the market in the Loyalty Store section. Each faction has their own area in the loyalty store in which only their loyalty points can be spent.
The higher your standing with a faction the higher you...
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1703
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Posted - 2013.12.04 18:36:00 -
[2] - Quote
First?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Musta Tornius
Turalyon 514 Turalyon Alliance
671
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Posted - 2013.12.04 18:36:00 -
[3] - Quote
First! Nice patch notes, will comment more in a minute, don't delete me. God damnit Cody, you sitting on f5 or something?
Dust514 Weapon Range & Information
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Name York
0uter.Heaven Proficiency V.
82
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Posted - 2013.12.04 18:36:00 -
[4] - Quote
Not first :( |
Yep She's Dead
Condotta Rouvenor Gallente Federation
2
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Posted - 2013.12.04 18:37:00 -
[5] - Quote
I am now gloriously happy. |
DUST Fiend
OSG Planetary Operations Covert Intervention
8311
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Posted - 2013.12.04 18:38:00 -
[6] - Quote
\o/
Win ISK / Vids / O7
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Sgt Kirk
SyNergy Gaming EoN.
3231
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Posted - 2013.12.04 18:38:00 -
[7] - Quote
FUCKIN METAL GUYS FUCKIN A.
GG CCP |
BMSTUBBY
383
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Posted - 2013.12.04 18:38:00 -
[8] - Quote
Holy Patch notes.
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
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Soldiersaint
Deepspace Digital
600
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Posted - 2013.12.04 18:39:00 -
[9] - Quote
YES FINALLY ITS HERE! |
IAmDuncanIdaho II
R 0 N 1 N
178
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Posted - 2013.12.04 18:39:00 -
[10] - Quote
oooh thank you.
>> Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Oh darn. :-o |
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Chunky Munkey
Amarr Templars Amarr Empire
2424
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Posted - 2013.12.04 18:39:00 -
[11] - Quote
Is the laser included in the set of rifles with ranges modified?
Why nerf Shield Extenders when armour is currently the way to go?
Well done on the changes to LAV speeds. It is exactly what I had hoped for.
No.
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LudiKure ninda
Black Phoenix Mercenaries
53
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Posted - 2013.12.04 18:43:00 -
[12] - Quote
Finaly |
DUST Fiend
OSG Planetary Operations Covert Intervention
8313
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Posted - 2013.12.04 18:43:00 -
[13] - Quote
No changes to the strongest AV option, but nerfs to the rest?
Win ISK / Vids / O7
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CrotchGrab 360
Commando Perkone Caldari State
415
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Posted - 2013.12.04 18:45:00 -
[14] - Quote
[quote=CCP Logibro]
Path to Game and Overall UI Made back end optimizations to reduce stalls when scrolling lists.
THANK YOU, this was so annoying. Happened all the time on the dropsuit menu.
Gameplay Improved spawning in Ambush. Reduced possibility of spawning into a group of enemies when battle starts.
so you haven't removed the possibility/
HUD Removed the hit indication UI and reticle color change from null cannon installations.
finally.
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible.
now i can actually repair people!
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
REALLY? Shield recharge rate is already a joke. shields are NOT the problem. A few idiots on the forums asked for shield stacking penalty so you gave it to them? what about 830 armour on a proto gallente logi? shields are not the problem, armour is.
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TechMechMeds
Swamp Marines Kleenex Inc.
1570
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Posted - 2013.12.04 18:45:00 -
[15] - Quote
Brilliant, absolutely brilliant.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1885
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Posted - 2013.12.04 18:46:00 -
[16] - Quote
Minmatar say OUCH to that shield nerf.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4846
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Posted - 2013.12.04 18:47:00 -
[17] - Quote
Great patch, but hopefully you guys just forgot to copy - paste the Forge Gun changes into this post.
Never forget
How to fix the Logi
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calvin b
Molon Labe. RISE of LEGION
1084
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Posted - 2013.12.04 18:47:00 -
[18] - Quote
What about poor hit detection for snipers?
F* the Snowflake
http://www.youtube.com/watch?v=TgKd3cdKdak
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THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
270
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Posted - 2013.12.04 18:47:00 -
[19] - Quote
LOVE that all HP bars will show when repair tool is equipped.
LOGIBRO 4 LYFE!
Solid patch. |
Cody Sietz
Unkn0wn Killers Renegade Alliance
1704
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Posted - 2013.12.04 18:47:00 -
[20] - Quote
CrotchGrab 360 wrote:[quote=CCP Logibro]
Path to Game and Overall UI
Made back end optimizations to reduce stalls when scrolling lists.
THANK YOU, this was so annoying. Happened all the time on the dropsuit menu.
Gameplay Improved spawning in Ambush. Reduced possibility of spawning into a group of enemies when battle starts.
so you haven't removed the possibility/
HUD Removed the hit indication UI and reticle color change from null cannon installations.
finally.
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible.
now i can actually repair people!
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
REALLY? Shield recharge rate is already a joke. shields are NOT the problem. A few idiots on the forums asked for shield stacking penalty so you gave it to them? what about 830 armour on a proto gallente logi? shields are not the problem, armour is.
extra thought: now please tell us, when on earth will all the muddy textures and the draw distance be addressed? What about Cal Logis stacking armour plates?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Kain Spero
Imperfects Negative-Feedback
2260
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Posted - 2013.12.04 18:48:00 -
[21] - Quote
The first week of friendly fire will likely be something to remember for a long time.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Yep She's Dead
Condotta Rouvenor Gallente Federation
2
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Posted - 2013.12.04 18:49:00 -
[22] - Quote
When a repair tool is the active item all friendly HP bars will now be visible.
I love you. |
Aye Ayer
Nyain Chan
3
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Posted - 2013.12.04 18:50:00 -
[23] - Quote
Quote:Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Cmon CCP. |
Panoscape
BurgezzE.T.F Public Disorder.
166
|
Posted - 2013.12.04 18:50:00 -
[24] - Quote
NICE, but no changes to the forge so I'm out of vehicles. Come on respec, Daddy want's a new suit! |
Thor Odinson42
Molon Labe. RISE of LEGION
2133
|
Posted - 2013.12.04 18:50:00 -
[25] - Quote
Holy **** balls a shield nerf???
Are you freakin serious?
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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843-BANE
BurgezzE.T.F Public Disorder.
103
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Posted - 2013.12.04 18:51:00 -
[26] - Quote
TOO MUCH AWESOME
Director // Ranking Officer // BurgezzE.T.F
Patron of War | GPæGPìGPî
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Rozencrutz89
From The Mist
1
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Posted - 2013.12.04 18:52:00 -
[27] - Quote
Loving the update to FW, will make doing it a lot more worthwhile with loyalty points making it more like EVE in that sense. Also liking the addition of ammo to vehicles. |
Sgt Kirk
SyNergy Gaming EoN.
3233
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Posted - 2013.12.04 18:52:00 -
[28] - Quote
CrotchGrab 360 wrote: what about 830 armour on a proto gallente logi? shields are not the problem, armour is.
Wrong again dumbass,
Heavy suit Logis are the problem not armor itself. |
Makuta Miserix
Better Hide R Die
195
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Posted - 2013.12.04 18:53:00 -
[29] - Quote
I am incredibly happy with this update.
December 10 can't come soon enough! Well actually it can but...
This is why we can't have nice things.
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
231
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Posted - 2013.12.04 18:53:00 -
[30] - Quote
Where is caldari production facility? Also NO FORGE GUN NERFS?
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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T'orq
DUST University Ivy League
2
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Posted - 2013.12.04 18:56:00 -
[31] - Quote
Cyrius Li-Moody wrote:Minmatar say OUCH to that shield nerf.
Nah, I am mostly armor. |
Beren Hurin
Onslaught Inc RISE of LEGION
1829
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Posted - 2013.12.04 18:57:00 -
[32] - Quote
Also, I am curious what that impulse impact for weapons is? |
Azri Sarum
BurgezzE.T.F Public Disorder.
155
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Posted - 2013.12.04 18:59:00 -
[33] - Quote
CCP Logibro wrote: Maps/Environments
Added a new volcano mood.
Introduction of new volcano terraforming.
Going to have to quote Handsome Jack on this one...
Handsome Jack wrote: ... goddamn volcanos -- I mean, who doesnGÇÖt love volcanos? TheyGÇÖre mountains that explode fire. That's literally the definition of the word awesome. Am I -- am I right?
EVE - Victor Maximus
DUST - Azri Sarum
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Artificer Ghost
Bojo's School of the Trades
638
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Posted - 2013.12.04 19:00:00 -
[34] - Quote
Irony's pewpewpew is now gone!
I like these patch notes, thank you for taking the extra time to work on the vehicle rebalancing. The Shield Extender penalty is brilliantly great, can't wait to own all you Caldari wimps. >:D
I'm glad for the Vehicle Skill Respec, but I'm pretty sad that's it's not in the patch notes. Add it, for anyone who hasn't seen the original thread?
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Daxxis KANNAH
Distinct Covert Initiative
488
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Posted - 2013.12.04 19:00:00 -
[35] - Quote
Thor Odinson42 wrote:Holy **** balls a shield nerf???
Are you freakin serious?
I was all for this until they upped armor so much |
Spkr4theDead
Red Star. EoN.
1424
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Posted - 2013.12.04 19:01:00 -
[36] - Quote
Yay!
I'm gonna reply to certain points later when I'm finished playing for a bit. Expect a quote with questions.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Citpaan Hacos
Kang Lo Directorate Gallente Federation
52
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Posted - 2013.12.04 19:01:00 -
[37] - Quote
CCP Logibro wrote:
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).
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible.
These are nice little surprises.
As a sniper, the split sensitivity is wonderful. I had to strike a medium before, but now I can finally get zoom low for precision, but keep the general use higher so the rest of play doesn't feel like moving through syrup. |
Nightbird Aeon
Ahrendee Mercenaries EoN.
379
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Posted - 2013.12.04 19:01:00 -
[38] - Quote
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
EVE: Bitter-vet, born 2005
DUST: Closed-beta vet: Always hopeful, frequently disappointed.
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JL3Eleven
1324
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Posted - 2013.12.04 19:01:00 -
[39] - Quote
Anyone else not impressed?
Dust Billionaire and LAV BPO Dealer
"Any fool can make a rule, and any fool will mind it." -Henry David Thoreau
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shaman oga
Nexus Balusa Horizon
1095
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Posted - 2013.12.04 19:02:00 -
[40] - Quote
Good.... forge guns?
"Just another piece of duct tape"
Drugs for mercs
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Zero Notion
Wraith Company
367
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Posted - 2013.12.04 19:03:00 -
[41] - Quote
Pfft, shield Nerf? As if anyone is using anything but damage mods.
Oh, right. Scouts.
Hahahahahahahaahahahahahaahahaha :( :( :(
They really don't like you guys. |
Daxxis KANNAH
Distinct Covert Initiative
488
|
Posted - 2013.12.04 19:04:00 -
[42] - Quote
JL3Eleven wrote:Anyone else not impressed?
.o/
But that shiny wrapper has sure got some here jonesing. |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
228
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Posted - 2013.12.04 19:05:00 -
[43] - Quote
R.I.P swarms faster vehicles and lower lock range make them pretty pointless. any half decent tanker/DS user with nitro and/or AB used to just run away after 1 or 2 hits even at 400m. now we're gonan get one shot off and thats about it. on my proto swarms i have 3 x damage mod and prof 2 and it used to take 3-5 swarms to take a tank down. with lower damage and less lock time its going to be almost impossible to hit anything enough to actually kill them. tbh the change to swarms needs to be one or the other but i'd rather have a better lock range than the damage because at least then u have more time to actually lock on and fire. a DS can AB out of range before a 2nd or 3rd shot as it is now and yet ccp are considering increasing the ceiling too. AV'ers have been pretty much shafted. i know tanks were a bit paper thin before but thats due to fitting. i knwo several tankers in my corp who can survive swarms, forges and OBs pretty easily |
Daxxis KANNAH
Distinct Covert Initiative
488
|
Posted - 2013.12.04 19:07:00 -
[44] - Quote
Zero Notion wrote:Pfft, shield Nerf? As if anyone is using anything but damage mods.
Oh, right. Scouts.
Hahahahahahahaahahahahahaahahaha :( :( :(
They really don't like you guys.
Even I am using damage mods - can you actually tell the difference of split seconds?
Wont be building my Min Assault anytime soon - though I expect an extender HP buff around Feb / Mar |
THEAMAZING POTHEAD
Nyain San Renegade Alliance
609
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Posted - 2013.12.04 19:09:00 -
[45] - Quote
Nefing shield extenders? CCP you idiots did it again. EVERYTIME we have a FOTM its because you go above and beyond to nerf the alternatives. If you've been paying attention to the game or the forums at all lately you'd realise shields are no longer viable at all anymore, but to FURTHER nerf them? JUST REALLY? Rest of the patch is needed bug fixes but to just needlessly throw out another nerf at half the playerbase is going full ret@rd.
Welp, looks like even my AR callogi & callassault will be using damage mods now. |
Cosgar
ParagonX
8299
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Posted - 2013.12.04 19:10:00 -
[46] - Quote
Welp, shields are officially dead now. They were gasping for air since 1.4 but with this penalty and no real changes to rechargers/energizers/regulators, you pretty much stepped on the necks of Minmatar and Caldari suits and twisted your hip. Good thing I didn't skill into Assault Mk.0 on my main or I'd really be pissed.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Thor Odinson42
Molon Labe. RISE of LEGION
2134
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Posted - 2013.12.04 19:10:00 -
[47] - Quote
I think they took a vote and the winner of the "This nerf makes the opposite of sense" Award went to shields.
Honestly did they keep the dude responsible locked in a closet for two months? Upon letting him out he got to choose one of the things he'd been working on to put into the patch?
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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DAMIOS82
A.N.O.N.Y.M.O.U.S. Renegade Alliance
61
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Posted - 2013.12.04 19:10:00 -
[48] - Quote
What about the game breaking lag, what is beeing done about that? or are we going to suffer another few patches before that gets fixed? |
Thor Odinson42
Molon Labe. RISE of LEGION
2134
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Posted - 2013.12.04 19:11:00 -
[49] - Quote
Cosgar wrote:Welp, shields are officially dead now. They were gasping for air since 1.4 but with this penalty and no real changes to rechargers/energizers/regulators, you pretty much stepped on the necks of Minmatar and Caldari suits and twisted your hip. Good thing I didn't skill into Assault Mk.0 on my main or I'd really be pissed.
What regulators? You are pretty much a stubborn bastard if you had a regulator on at all.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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HowDidThatTaste
Ancient Exiles. Renegade Alliance
4057
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Posted - 2013.12.04 19:11:00 -
[50] - Quote
No notes saying the HMG was fixed?
Do we have any hope that they forgot to put in the words fixed the HMG firing on the tiny dot only ? |
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4rk Angel
DUST University Ivy League
1
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Posted - 2013.12.04 19:12:00 -
[51] - Quote
Every Logibro out there rejoices:
"When a repair tool is the active item all friendly HP bars will now be visible."
It's the little things that make all the difference. |
xgodzilla74x
KNIGHTZ OF THE ROUND Legacy Rising
2
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Posted - 2013.12.04 19:14:00 -
[52] - Quote
Mobile CRU spawn points please! |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
149
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Posted - 2013.12.04 19:14:00 -
[53] - Quote
Yup, shields are so OP right now so they had to fix it. Never mind those damage mods, working as intended i guess. |
Maken Tosch
DUST University Ivy League
5568
|
Posted - 2013.12.04 19:15:00 -
[54] - Quote
Yo, where are the nova knife changes? Where is the cloak? No!
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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Guinevere Bravo
SVER True Blood Public Disorder.
464
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Posted - 2013.12.04 19:17:00 -
[55] - Quote
Lol Minmatar Assault suits are going to need a hot fix!!
Apart from that all seems well, loving the logi touches! |
Daxxis KANNAH
Distinct Covert Initiative
488
|
Posted - 2013.12.04 19:19:00 -
[56] - Quote
Maken Tosch wrote:Yo, where are the nova knife changes? Where is the cloak? No! LOL
Its Christmas..... I got this great deal on some oceanfront property for you. |
Thor Odinson42
Molon Labe. RISE of LEGION
2135
|
Posted - 2013.12.04 19:19:00 -
[57] - Quote
Ares 514 wrote:Yup, shields are so OP right now so they had to fix it. Never mind those damage mods, working as intended i guess.
I love the patch, I don't really care about shields anyway they are so terrible. But why? If anything it raises my pessimism a touch due to someone that gets paid by CCP not having a clue about what is happening in game.
They should have nerfed flaylock pistols some more while they were at it.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Terra Thesis
HDYLTA Defiant Legacy
378
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Posted - 2013.12.04 19:20:00 -
[58] - Quote
shield Nerf actually make sense in a long term sense - they sorely lacked any stacking penalty. however, it's kinda tough to swallow right now given how strong armor is after the last armor buff and TTK issues. probably should also give shield ext a big hp buff across the board.
or maybe this is CCPs way to harass FotM players out of the game, which i support.
HDYLTA - Freedom Delivered
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
128
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Posted - 2013.12.04 19:21:00 -
[59] - Quote
CCP Logibro wrote:Uprising 1.7 Patch Notes
To be deployed 2013-12-10
{snip}
Logistics LAV and Enforcer HAV roles have been removed pending an update before reintroduction. Available roles are:
- Standard HAV - Caldari & Gallente. - Standard LAV - Caldari & Gallente. - Standard Dropship - Caldari & Gallente. - Assault Dropship - Caldari & Gallente.
{snip}
Turrets have been streamlined to their most necessary archetypes (standard to prototype). Available small and large turrets are:
- Railgun. - Blaster. - Missile.
{snip}
*sadface*
Where are my Minmatar vehicles? Where are my Minmatar turrets? Will you give another respec to vehicle users when those options are available? If not, then why not? How do you explain an entire empire at war without any vehicles to show for it in a futuristic universe?
On a side note, you guys are doing awesome with the stuff you are working on.... It's the stuff that's still missing that is causing a lot of the issues in the game. |
Cosgar
ParagonX
8300
|
Posted - 2013.12.04 19:22:00 -
[60] - Quote
Thor Odinson42 wrote:Cosgar wrote:Welp, shields are officially dead now. They were gasping for air since 1.4 but with this penalty and no real changes to rechargers/energizers/regulators, you pretty much stepped on the necks of Minmatar and Caldari suits and twisted your hip. Good thing I didn't skill into Assault Mk.0 on my main or I'd really be pissed. What regulators? You are pretty much a stubborn bastard if you had a regulator on at all. I skilled into them when shields were still relevant. Haven't used a complex regulator since 1.3.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
149
|
Posted - 2013.12.04 19:22:00 -
[61] - Quote
Thor Odinson42 wrote:Ares 514 wrote:Yup, shields are so OP right now so they had to fix it. Never mind those damage mods, working as intended i guess. I love the patch, I don't really care about shields anyway they are so terrible. But why? If anything it raises my pessimism a touch due to someone that gets paid by CCP not having a clue about what is happening in game. They should have nerfed flaylock pistols some more while they were at it.
I know, the change is so out of touch with the current balance issues in the game it's just sad. The fact that we die almost instantly by Assault Logi's stacking damage mods and armour plates seems to completely miss them. IMO the 10% bonus from damage mods is ridiculous and the stacking penalties need a huge buff. |
J'Hiera
Tech Guard RISE of LEGION
46
|
Posted - 2013.12.04 19:23:00 -
[62] - Quote
No fix for Laser Rifle laser beam always showing after taking overheat damage? |
Awry Barux
Paladin Survey Force Amarr Empire
393
|
Posted - 2013.12.04 19:24:00 -
[63] - Quote
Separate ADS and hipfire sensitivities + 1-100 instead of 1-10 scale = excellent. Overall, great job CCP! |
Kevall Longstride
DUST University Ivy League
711
|
Posted - 2013.12.04 19:24:00 -
[64] - Quote
Love the notes.
Mark all Read and Delete all is going to be a big help to me.
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!!!
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
|
BMSTUBBY
397
|
Posted - 2013.12.04 19:24:00 -
[65] - Quote
Nirwanda Vaughns wrote:R.I.P swarms faster vehicles and lower lock range make them pretty pointless. any half decent tanker/DS user with nitro and/or AB used to just run away after 1 or 2 hits even at 400m. now we're gonan get one shot off and thats about it. on my proto swarms i have 3 x damage mod and prof 2 and it used to take 3-5 swarms to take a tank down. with lower damage and less lock time its going to be almost impossible to hit anything enough to actually kill them. tbh the change to swarms needs to be one or the other but i'd rather have a better lock range than the damage because at least then u have more time to actually lock on and fire. a DS can AB out of range before a 2nd or 3rd shot as it is now and yet ccp are considering increasing the ceiling too. AV'ers have been pretty much shafted. i know tanks were a bit paper thin before but thats due to fitting. i knwo several tankers in my corp who can survive swarms, forges and OBs pretty easily You can lay them to rest right next to the Flaylocks, lol.
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
|
Roy Ventus
Foxhound Corporation General Tso's Alliance
623
|
Posted - 2013.12.04 19:25:00 -
[66] - Quote
I would like some answers to why the shield extenders were given a penalty.
But I'm happy about:
Added a new volcano mood. Added a new Caldari cityscape terrain backdrop. Introduction of new volcano terraforming.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
295
|
Posted - 2013.12.04 19:25:00 -
[67] - Quote
CCP Logibro wrote: Maps/Environments
Added a new volcano mood.
Added a new Caldari cityscape terrain backdrop.
Introduction of new volcano terraforming.
What's the difference between a 'mood' and 'terraforming'? What's a backdrop?
RDVs are a failed experiment - can't we just remove them from the game?
|
Vile Heathen
Subdreddit Test Alliance Please Ignore
805
|
Posted - 2013.12.04 19:25:00 -
[68] - Quote
That faster the TTK is, the more pointless it is to add new guns.
Time-To-Kill is worse than CoD at times. Slooow down. Dust has turned into one big insta-kill gate camp. |
Thor Odinson42
Molon Labe. RISE of LEGION
2135
|
Posted - 2013.12.04 19:26:00 -
[69] - Quote
Cosgar wrote:Thor Odinson42 wrote:Cosgar wrote:Welp, shields are officially dead now. They were gasping for air since 1.4 but with this penalty and no real changes to rechargers/energizers/regulators, you pretty much stepped on the necks of Minmatar and Caldari suits and twisted your hip. Good thing I didn't skill into Assault Mk.0 on my main or I'd really be pissed. What regulators? You are pretty much a stubborn bastard if you had a regulator on at all. I skilled into them when shields were still relevant. Haven't used a complex regulator since 1.3.
Oh yeah, my shields skills are maxed.
If I got a respec tomorrow I'd only leave SP in Shield Upgrades. Complex extenders aren't even worth it.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
|
Sum1ne Else
WASTELAND JUNK REMOVAL Top Men.
803
|
Posted - 2013.12.04 19:27:00 -
[70] - Quote
GREAT WAY TO GO CCP nerfing shield tankers again! Wtf - this game is a joke, caldari is no longer a race in this game.. DMG mods it is then.
Public Relations WJR
Its a leopleuradon Charlie a magical leoplueradon, its gunna guide our way to candy mountain!
|
|
Reav Hannari
Red Rock Outriders
2073
|
Posted - 2013.12.04 19:28:00 -
[71] - Quote
Gorra Snell wrote:CCP Logibro wrote: Maps/Environments
Added a new volcano mood.
Added a new Caldari cityscape terrain backdrop.
Introduction of new volcano terraforming.
What's the difference between a 'mood' and 'terraforming'? What's a backdrop?
Mood is atmospheric effects and lighting.
Terraforming is the texturing on the terrain.
Backdrops are the structures you see in the distance. I'm not sure but I think these are done separately from the traditional skybox.
// Matari Warrior // Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Sgt Buttscratch
Mannar Focused Warfare Gallente Federation
1081
|
Posted - 2013.12.04 19:28:00 -
[72] - Quote
Looks good.
Don't like: Shield penalties, atm was not needed. Would have like to have seen fall damage changed from an amount to a percentage of total eHP, meaning scouts don't lose 100 health jumping off a pebble...
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
|
Cymek Omnius
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.12.04 19:30:00 -
[73] - Quote
Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once weGÇÖve established a solid foundation we will start to introduce more types and build back out.
Is there a chart with any stat changes on these? |
Thor Odinson42
Molon Labe. RISE of LEGION
2137
|
Posted - 2013.12.04 19:32:00 -
[74] - Quote
Kevall Longstride wrote:Love the notes. Mark all Read and Delete all is going to be a big help to me. 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 set up a Calogi fit without any armor plates.
Even with two complex regulators you are a paper tiger. It's a decent suit if you are using a range weapon like a TAC or a Imperial SCR, but in CQC it's absolute garbage without armor.
Regulators are perhaps the most useless module in the game right now.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
|
Reav Hannari
Red Rock Outriders
2073
|
Posted - 2013.12.04 19:33:00 -
[75] - Quote
Cymek Omnius wrote:Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once weGÇÖve established a solid foundation we will start to introduce more types and build back out.
Is there a chart with any stat changes on these?
Today's blog has links to the blogs that describe major changes
http://dust514.com/news/blog/2013/12/onwards-to-uprising-1.7/
The vehicle blog:
http://dust514.com/news/blog/2013/11/vehicles-in-uprising-1.7-1/
// Matari Warrior // Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Roy Ventus
Foxhound Corporation General Tso's Alliance
623
|
Posted - 2013.12.04 19:34:00 -
[76] - Quote
I'll probably skill into Caldari soon just to get the shield tanking that you guys are whining about. Considering that you guys can automatically repair your shields without needing a module and that you can have some decent armor as well, it sounds like a fair deal so far.
@_@ Let's not forget that compared to real armor tankers, you guys can move fast AF strafing and taking my 700+ eHP Gallente down to 0 in little to no time without having to aim properly at my head. Or the fact that you guys are much more capable of guerrilla warfare than I am, which is like my thing :<.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
ALT2 acc
The dyst0pian Corporation Zero-Day
1
|
Posted - 2013.12.04 19:34:00 -
[77] - Quote
Panoscape wrote:NICE, but no changes to the forge so I'm out of vehicles. Come on respec, Daddy want's a new suit! proto galogi here i come! not, i quit, shields got nerfed, AGAIN, the only ******* thing im speced into, 400 shield LOLcal assault gets 4 shotted |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
150
|
Posted - 2013.12.04 19:35:00 -
[78] - Quote
Thor Odinson42 wrote:Kevall Longstride wrote:Love the notes. Mark all Read and Delete all is going to be a big help to me. 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 set up a Calogi fit without any armor plates. Even with two complex regulators you are a paper tiger. It's a decent suit if you are using a range weapon like a TAC or a Imperial SCR, but in CQC it's absolute garbage without armor. Regulators are perhaps the most useless module in the game right now.
I second that, regulators and rechargers are useless right now. The nerf change COULD have been fine if they fixed the real issues first, mainly TTK due to some weapons doing to much base damage and the main offender damage mods.
|
KalOfTheRathi
Nec Tributis
920
|
Posted - 2013.12.04 19:35:00 -
[79] - Quote
Gorra Snell wrote:CCP Logibro wrote: Maps/Environments - Added a new volcano mood. - Added a new Caldari cityscape terrain backdrop. - Introduction of new volcano terraforming.
What's the difference between a 'mood' and 'terraforming'? What's a backdrop? Pretty sky box pictures that waste resources but make the resource themselves happy. Yes, the dreaded artiste. Same team that paints grass is my current guess.
|
howard sanchez
Sanchez Cartage llc
816
|
Posted - 2013.12.04 19:35:00 -
[80] - Quote
Thor Odinson42 wrote:Ares 514 wrote:Yup, shields are so OP right now so they had to fix it. Never mind those damage mods, working as intended i guess. I love the patch, I don't really care about shields anyway they are so terrible. But why? If anything it raises my pessimism a touch due to someone that gets paid by CCP not having a clue about what is happening in game. They should have nerfed flaylock pistols some more while they were at it. I was getting ready to say something about the people complaining against the shield nerf being all the protostmping tryhards...
But I keep seeing this repeating theme in the QQ posts that CCP is making poorly informed design modifications.
How do you know what data, if any, CCP is using to make these decisions? I would suggest that it is likely they have a LOT of stats and data that support this change. Now, they don't share that information...and I think that sucks...but it doesn't change the contention that changes (buffs, nerfs, whatever) made by CCP are likely based on information, stats and data as opposed to 'listening to a couple of forum posters' or because ' they don't play the game'.
I mean, come on, let's get a little more realistics in our bitching and whining |
|
Cosgar
ParagonX
8300
|
Posted - 2013.12.04 19:35:00 -
[81] - Quote
Thor Odinson42 wrote:Cosgar wrote:Thor Odinson42 wrote:Cosgar wrote:Welp, shields are officially dead now. They were gasping for air since 1.4 but with this penalty and no real changes to rechargers/energizers/regulators, you pretty much stepped on the necks of Minmatar and Caldari suits and twisted your hip. Good thing I didn't skill into Assault Mk.0 on my main or I'd really be pissed. What regulators? You are pretty much a stubborn bastard if you had a regulator on at all. I skilled into them when shields were still relevant. Haven't used a complex regulator since 1.3. Oh yeah, my shields skills are maxed. If I got a respec tomorrow I'd only leave SP in Shield Upgrades. Complex extenders aren't even worth it. Just noticed that the penalty only applies to depleted delay. They'll probably fix it so it applies to both delays with a hotfix.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Foundation Seldon
Gespenster Kompanie Villore Accords
244
|
Posted - 2013.12.04 19:37:00 -
[82] - Quote
The Shield nerf was thrown in specifically to discourage dual tanking setups, now there are pros and cons to using each time of tank. Where as before there was no reason not to Dual Tank your Cal and Min. setups
Shield Tanking w/Regulators : +High Regen, High Speed -Lower total HP
Armor Tanking w/Damage Mods : +High Damage, High Total HP -Lower Regen, Slow Speed
Dual Tanking +High Total HP, Benefit of Shield Buffer -Neither Armor nor Shields are optimized, don't have the higher damage, and you have slower Shield Regen
The benefit of Armor Tanking comes from the damage mods more so than the plating itself. It's a separate issue that's deeply tied to the current issues with TTK and the effectiveness of automatic weapons like the Assault Scrambler Rifle and Assault Rifle. What you should be asking for is a nerf to the overall effectiveness of those weapons or the damage mods that make them so much more effective. The tanking itself is fine.
I'd also argue that there's a significant issue with how Shield Extenders scale to higher levels. People seriously need to be asking for the ADV Extenders to get a buff relative to the module tier they represent.
STD : 22 Shields ADV : 44 Shields Proto : 66 Shields
Something simple like that would go a long way with improving the effectiveness of Shield Tanking at lower SP levels.
Great stuff on the patch notes! I absolutely love all the other tidbits you threw in there with the change to Repair Tools.
On AV : If a distinction is being made between Light and Heavy AV then I think Swarms have to be made effective against Light/Medium Vehicles as a result. I'm all for the changes to the Swarm lock range as its something that allowed them to cover FAR too much range with very little effort and I do believe the damage nerf puts them in line with the new vehicle health values but I worry that we may find ourselves in a situation where Swarms are effectively useless against the vehicle classes they're meant to respond to.
Whether that worry has credibility we'll see in the next few weeks but it's certain that tactics will have to change in the wake of the significant changes to Swarms. They'll need to effectively lure enemy vehicles deep into their effective range in order to make the best use of their weapon in an AV v. Vehicle scenario. I'm okay with this.
Now they'll have to think, "do I attack now or feed them more rope to hang themselves?"
I'm still worried about Forge Guns being unchanged in the wake of various changes to the base health values of Dropships. At the very least I still argue that the Assault and Normal variations of the gun need to have their damage values switched. Assault should have more damage over time, the Normal variants should have more damage off of a single shot. I disagree that Assaults should both have higher rate of fire AND higher damage off of the very first shot and the 'downside' of not being able to keep your charge doesn't mean much when your targets are vehicles with huge hitboxes.
More than that though I'm worried what the lack of Forge Gun changes means with respect to Dropships. We'll see how effectively the changes to their base speed mean in actual combat.
On Maps :
No Cal. Production Facility? :(
It's unfortunate but I guess we can wait until 1.8
On Faction : Definitely the biggest surprise of 1.7, as a member of a corporation that has a focus on faction warfare these changes are HUGE and the added incentive for EVE support will do a lot in engaging further interaction between the two communities.
I wish we could have seen the stats for the Faction Vehicle hulls, Modules, and Turrets that are apparently in the game but I guess we can wait a few days without too much trouble.
Can't wait!
1.7 LAVs - Thoughts and Discussion
|
Poonmunch
Sanguis Defense Syndicate
614
|
Posted - 2013.12.04 19:37:00 -
[83] - Quote
Volcano mood and volcano terraforming?
Not sure what it means but it could be fun.
Munch
What if the hokey pokey really is what it's all about?
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
152
|
Posted - 2013.12.04 19:39:00 -
[84] - Quote
howard sanchez wrote:Thor Odinson42 wrote:Ares 514 wrote:Yup, shields are so OP right now so they had to fix it. Never mind those damage mods, working as intended i guess. I love the patch, I don't really care about shields anyway they are so terrible. But why? If anything it raises my pessimism a touch due to someone that gets paid by CCP not having a clue about what is happening in game. They should have nerfed flaylock pistols some more while they were at it. I was getting ready to say something about the people complaining against the shield nerf being all the protostmping tryhards... But I keep seeing this repeating theme in the QQ posts that CCP is making poorly informed design modifications. How do you know what data, if any, CCP is using to make these decisions? I would suggest that it is likely they have a LOT of stats and data that support this change. Now, they don't share that information...and I think that sucks...but it doesn't change the contention that changes (buffs, nerfs, whatever) made by CCP are likely based on information, stats and data as opposed to 'listening to a couple of forum posters' or because ' they don't play the game'. I mean, come on, let's get a little more realistics in our bitching and whining
You would have to be an idiot to be a player and not know the real issues in the game at the moment. TTK. This does nothing to fix the main issue and benefits the players that are making TTK the real issue with tons of damage mods. This will only encourage more players to do the same thing making it worse. |
Cenex Langly
0uter.heaven Proficiency V.
456
|
Posted - 2013.12.04 19:40:00 -
[85] - Quote
CCP Logibro wrote:Uprising 1.7 Patch Notes
To be deployed 2013-12-10
Other
You can now delete or mark all mail as read in the currently selected mailbox with a single operation.
This was the only thing I was excited about.
-Shield Extender *NERF* -AV *NERF*
-New weapons *Don't Care* -Vehicle changes *Don't Care*
At least we finally got that one button to delete all mail lol
Newb
|
Grimmiers
0uter.heaven Proficiency V.
350
|
Posted - 2013.12.04 19:40:00 -
[86] - Quote
"Explosive damage error that sometimes resulted in too much damage being dealt."
Fanfare Can you explain what this glitch was? There were many theories about grenades doing damage twice for both shields and armor.
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
|
Parson Atreides
Ahrendee Mercenaries EoN.
847
|
Posted - 2013.12.04 19:40:00 -
[87] - Quote
No mention of PC framerate fixes.
No mention of fix for overheat exploit.
No mention of new maps.
No mention of new complex or sockets.
No mention of comms bug that doesn't let you mute people because there's no bubble icon.
"The unexamined life is not worth living."
RNDclan.com
|
Thor Odinson42
Molon Labe. RISE of LEGION
2139
|
Posted - 2013.12.04 19:40:00 -
[88] - Quote
Roy Ventus wrote:I'll probably skill into Caldari soon just to get the shield tanking that you guys are whining about. Considering that you guys can automatically repair your shields without needing a module and that you can have some decent armor as well, it sounds like a fair deal so far. @_@ Let's not forget that compared to real armor tankers, you guys can move fast AF strafing and taking my 700+ eHP Gallente down to 0 in little to no time without having to aim properly at my head. Or the fact that you guys are much more capable of guerrilla warfare than I am, which is like my thing :<.
Go for it, don't say we didn't warn you.
It sounds good on paper for sure. Good luck, you'll need it.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
|
Luna Angelo
We Who Walk Alone
287
|
Posted - 2013.12.04 19:40:00 -
[89] - Quote
Liking the notes, the EXTENDER nerf is a little iffy.
Are these new volcanic maps the first step toward true environmental hazards? I'd love to be able to lead my opponents into a trap.
Rail rifles are gonna be fun, as are the FW battles.
All in all, a great patch, and I can't wait till 1.7. Till then, it's ME2 and AC3 for me. (I will log in everyday, though.)
Names of playstyles
|
Genus Malorian
The Vanguardians
0
|
Posted - 2013.12.04 19:41:00 -
[90] - Quote
Why was there a need for a Swarm range Nerf? Will the vehicles we are now not allowed to shoot at also get a firing range nerf as well?
The important question is when am I going to be allowed to use my ISK from my Eve characters to actually fund my Mercenaries? I believe that was the idea in the backstory, right? |
|
Grimmiers
0uter.heaven Proficiency V.
350
|
Posted - 2013.12.04 19:42:00 -
[91] - Quote
Parson Atreides wrote:No mention of PC framerate fixes.
No mention of fix for overheat exploit.
No mention of new maps.
No mention of new complex or sockets.
No mention of comms bug that doesn't let you mute people because there's no bubble icon.
They did mention the new map and volcano mood, but the other things do worry me if they aren't fixed yet.
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
|
Pr0phetzReck0ning
Edimmu Warfighters Gallente Federation
90
|
Posted - 2013.12.04 19:43:00 -
[92] - Quote
Impressive; Most impressive
I love how the shield stackers are crying in aggony. Honestly you guys are dumb. Sure us armour stackers get a ton of armour but at that cost of speed and mobility. Whereas you shield stackers get NO PENALTY WHATSOEVER. Until now that is and it isnt even all that severe. Now when your shields go you best duck behind cover and let those babies recharge. Its the smart thing to do.. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
459
|
Posted - 2013.12.04 19:43:00 -
[93] - Quote
There was actually a hidden buff to shields in 1.6. Perhaps the delay penalty in 1.7 will negate the 1.6 buff and revert shields back to pre 1.6, or perhaps they'll revert back to pre 1.6 and apply the nerf on top of that.
Either way, this just underlines the fact that Gal Logi with full plates/dmg mods and repper hives/external rep is the FOTM. |
Reav Hannari
Red Rock Outriders
2073
|
Posted - 2013.12.04 19:45:00 -
[94] - Quote
Poonmunch wrote:Volcano mood and volcano terraforming?
Not sure what it means but it could be fun.
Munch
If it's an updated version of the crashed Titan environment it'll be dark and beautiful.
// Matari Warrior // Logistics / Scout / Dropship Crash Tester // @ReesNoturana
|
Shutter Fly
Molon Labe. RISE of LEGION
119
|
Posted - 2013.12.04 19:45:00 -
[95] - Quote
Shield Extender Penalty? Really CCP?
As if my Minmatar Assault isn't already insanely underpowered. Now my obscenely long 10s Shield Depleted Recharge Delay will be even longer, since my only option is to stack Complex Extenders. I can't fit Shield Regulators with only two low slots, especially if they are only being used to keep my recharge delay at base levels. So, now my Minmatar assault isn't just slow and underequipped, it will also be squishy and have Sentinel tier regen.
I don't see how anyone with moderate intelligence can see this being okay. Yes, it helps the problems with logi and Cal Assault dual tanking, but it completely screws the Minmatar Assault. |
Heinrich Jagerblitzen
D3LTA FORC3
1123
|
Posted - 2013.12.04 19:48:00 -
[96] - Quote
Let the rage begin! Aren't these days festive. |
Pvt Numnutz
Black Phoenix Mercenaries
390
|
Posted - 2013.12.04 19:49:00 -
[97] - Quote
Nooooooooo! Please don't mess with the dropship camera anymore!!!!!!
Otherwise awesome!!!!!!!!!!! |
Daxxis KANNAH
Distinct Covert Initiative
489
|
Posted - 2013.12.04 19:50:00 -
[98] - Quote
Pr0phetzReck0ning wrote:Impressive; Most impressive
I love how the shield stackers are crying in aggony. Honestly you guys are dumb. Sure us armour stackers get a ton of armour but at that cost of speed and mobility. Whereas you shield stackers get NO PENALTY WHATSOEVER. Until now that is and it isnt even all that severe. Now when your shields go you best duck behind cover and let those babies recharge. Its the smart thing to do..
While in theory you are correct let me list some recent events.
Armor HP - Buffed Speed Penalty - NERFED Repair Tool - BUFFED
So where is the so called balancing for the game. |
Luna Angelo
We Who Walk Alone
287
|
Posted - 2013.12.04 19:51:00 -
[99] - Quote
Pvt Numnutz wrote:Nooooooooo! Please don't mess with the dropship camera anymore!!!!!!
Otherwise awesome!!!!!!!!!!! Hey, Numnutz, did you get on your EVE pilot or merc yesterday? If not, go to EVE Gate here.
Names of playstyles
|
Luis rules 1st
Valor Coalition Proficiency V.
16
|
Posted - 2013.12.04 19:52:00 -
[100] - Quote
I dunno who decided this, but adding a penalty in shields is NOT the answer. Everyone who uses shields knows armor is the way to go.
Here's the thing, originally I started as minmatar assault. Then found out that my shields, even with 5 shields extender is not above 600, which is ok. BUT! I have a delay for shields of 10s. Which laves that suit pretty much non viable. But now I won't be able to use that much shield (Which I lost in 1 sec anyway) AND will get a penalty for using... lets say 3 shield extenders when shields is pretty much all I can run since I have only two low slots.... Really? +10s for shield delay? and having about 300 shields?
I'm done with assault for the moment Will keep using the minmatar logi till it gets nerfed as well. Stacking armor on that suit leaves me with above 750 and still running at +6.2 Oh, & I get a included armor repairer and I can stack damage mods and still have enough PG/CPU to run some equipment. Yup. Nerf shields. They are way OP.....
Shields will be crappier than ever before. Thanks to CCP "master minds" |
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RAMB0
Condotta Rouvenor Gallente Federation
23
|
Posted - 2013.12.04 19:55:00 -
[101] - Quote
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
|
ALT2 acc
The dyst0pian Corporation Zero-Day
3
|
Posted - 2013.12.04 19:58:00 -
[102] - Quote
Pr0phetzReck0ning wrote:Impressive; Most impressive
I love how the shield stackers are crying in aggony. Honestly you guys are dumb. Sure us armour stackers get a ton of armour but at that cost of speed and mobility. Whereas you shield stackers get NO PENALTY WHATSOEVER. Until now that is and it isnt even all that severe. Now when your shields go you best duck behind cover and let those babies recharge. Its the smart thing to do.. get shot for 0.25 seconds, take cover for 15 seconds, shoot 2 bullets, shields depleted, take cover, die sounds fun |
Anarchide
Greedy Bastards
1622
|
Posted - 2013.12.04 19:59:00 -
[103] - Quote
Looking forward being on a Leaderboard at last!
Greedy Bastards' Hate Lord
|
Shutter Fly
Molon Labe. RISE of LEGION
124
|
Posted - 2013.12.04 19:59:00 -
[104] - Quote
Luis rules 1st wrote:I dunno who decided this, but adding a penalty in shields is NOT the answer. Everyone who uses shields knows armor is the way to go.
Here's the thing, originally I started as minmatar assault. Then found out that my shields, even with 5 shields extender is not above 600, which is ok. BUT! I have a delay for shields of 10s. Which laves that suit pretty much non viable. But now I won't be able to use that much shield (Which I lost in 1 sec anyway) AND will get a penalty for using... lets say 3 shield extenders when shields is pretty much all I can run since I have only two low slots.... Really? +10s for shield delay? and having about 300 shields?
I'm done with assault for the moment Will keep using the minmatar logi till it gets nerfed as well. Stacking armor on that suit leaves me with above 750 and still running at +6.2 Oh, & I get a included armor repairer and I can stack damage mods and still have enough PG/CPU to run some equipment. Yup. Nerf shields. They are way OP.....
Shields will be crappier than ever before. Thanks to CCP "master minds" Yep, now I really wish I hadn't stopped skilling into Minmatar Logistics. Here I was starting to level up Scrambler Pistols in an attempt to salvage my already crap Min Assault, then CCP goes and kicks me back into the hole I have tirelessly tried to climb my way out of.
Time to start going full on Gal Scout, that is the only viable option I have atm. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
410
|
Posted - 2013.12.04 19:59:00 -
[105] - Quote
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. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
50
|
Posted - 2013.12.04 20:01:00 -
[106] - Quote
... I'm nostalgic. I had no problem with the clever corporation/ manufacturer prefixes on our vehicle modules. I thought it was cool, a nice sort of "New Eden lore" nudge in the ribs for us.
My vehicle won't feel the same without those proudly-earned words like "Azeotropic" , "Clarity Ward", "Crisis Damage Control", and "Light IGL" stuffed under the hood. Now I'll go to Pep-boys and plunk down my ISK for some...(yawn), "basic", or "...complex" stuff.
Ah well...
Like the Logistics vehicles will, I'll trust that this "purposeless but beautifully-EVE" aspect of the game will someday return to the marketplace. |
Luis rules 1st
Valor Coalition Proficiency V.
18
|
Posted - 2013.12.04 20:01:00 -
[107] - Quote
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
Nope it's not enough Maybe shields don't give ya that much HP Maybe they will use more CPU/PG Maybe they cost more than armor plates
But shields are OP Nerf them....
While armor stackers complain about.... losing less than 1 in movement.... Passed from 7.4 to 6.4 in minmatar logi using 4 complex plates but having 760HP Armor, where do I sign!? |
Roy Ventus
Foxhound Corporation General Tso's Alliance
625
|
Posted - 2013.12.04 20:01:00 -
[108] - Quote
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.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Nightbird Aeon
Ahrendee Mercenaries EoN.
379
|
Posted - 2013.12.04 20:03:00 -
[109] - Quote
Sana Rayya wrote:There was actually a hidden buff to shields in 1.6. Perhaps the delay penalty in 1.7 will negate the 1.6 buff and revert shields back to pre 1.6, or perhaps they'll revert back to pre 1.6 and apply the nerf on top of that.
Either way, this just underlines the fact that Gal Logi with full plates/dmg mods and repper hives/external rep is the FOTM.
What is this "hidden buff" you speak of?
EVE: Bitter-vet, born 2005
DUST: Closed-beta vet: Always hopeful, frequently disappointed.
|
Seeth Mensch
highland marines
62
|
Posted - 2013.12.04 20:04:00 -
[110] - Quote
Looks like a BIG update with a lot of features! Looking forward to seeing how they balance out.
(My greatest hope is that ARs can stop sniping me, though. That's what SNIPERS are for.)
Hi! Gosh, I've missed you...with every bullet, plasma shot, rail gun, and missile.
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Thor Odinson42
Molon Labe. RISE of LEGION
2145
|
Posted - 2013.12.04 20:06:00 -
[111] - 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.
Well you'd be wayyyyy off.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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ADRICK091
PSU GHOST SYNDICATE DARKSTAR ARMY
0
|
Posted - 2013.12.04 20:07:00 -
[112] - Quote
CCP, listen to how many people are complaining/have complained so far about the shield nerf. A wise thing to do would be to hold a poll somewhere and link it on facebook. This way the players can have their say, don't stand up there on an ivory tower, listen to the players; don't nerf shelds. |
General Erick
Onslaught Inc RISE of LEGION
178
|
Posted - 2013.12.04 20:08:00 -
[113] - Quote
Welp, I'm still gone until you fix my damn HMG.
Unleash the Battlestation!
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Keri Starlight
0uter.heaven Proficiency V.
1730
|
Posted - 2013.12.04 20:09:00 -
[114] - Quote
CCP Logibro wrote:
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
ARE YOU F****** KIDDING ME!?
"I load my gun with love instead of bullets"
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WAR-MONGER SLAUGHTER
Unkn0wn Killers Renegade Alliance
25
|
Posted - 2013.12.04 20:10:00 -
[115] - Quote
Now those are Patch Notes!!!!!!!!!!!!!!
WAR-MONGER SLAUGHTER ... THE GOD HEAVY
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Parson Atreides
Ahrendee Mercenaries EoN.
848
|
Posted - 2013.12.04 20:14:00 -
[116] - Quote
I'd like some reasoning behind the nerf to all AV except the Forge gun, which is also extremely potent against Infantry as well.
I'd also like to know exactly how long the delay extension will be for having shield extenders because right now the penalty to putting on armor is absurdly low considering the amount of health it adds.
"The unexamined life is not worth living."
RNDclan.com
|
The Robot Devil
Molon Labe. RISE of LEGION
1281
|
Posted - 2013.12.04 20:15:00 -
[117] - Quote
You can now delete or mark all mail as read in the currently selected mailbox with a single operation. Why is this my favorite part? Well that and the volcano stuff. Good notes and I hope that this trend continues and we can get down to adding content. Thanks for the hard work and for your commitment to our game.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
410
|
Posted - 2013.12.04 20:15:00 -
[118] - Quote
Should have posted this earlier... Great Job, CCP.
I am all on board for the patch and I think you guys are making great strides with the game. Huge fan of the faction warfare changes and how it makes EVE connections that much more important.
I am a little confused at the shield nerf (mostly enlight of the obvious TTK issues)...Could a blue tag let us know the rationale behind this? I fully admit there maybe are vaild reason, it's just not apparent to a lot of us. |
Terra Thesis
HDYLTA Defiant Legacy
380
|
Posted - 2013.12.04 20:19:00 -
[119] - Quote
ADRICK091 wrote:CCP, listen to how many people are complaining/have complained so far about the shield nerf. A wise thing to do would be to hold a poll somewhere and link it on facebook. This way the players can have their say, don't stand up there on an ivory tower, listen to the players; don't nerf shelds.
while i disagree with the shield nerf, designing by poll is an incredibly terrible idea.
HDYLTA - Freedom Delivered
|
Parson Atreides
Ahrendee Mercenaries EoN.
851
|
Posted - 2013.12.04 20:19:00 -
[120] - Quote
Grimmiers wrote:Parson Atreides wrote:No mention of PC framerate fixes.
No mention of fix for overheat exploit.
No mention of new maps.
No mention of new complex or sockets.
No mention of comms bug that doesn't let you mute people because there's no bubble icon. They did mention the new map and volcano mood, but the other things do worry me if they aren't fixed yet.
They call it a "mood" and the other is a backdrop.
To me a backdrop is like a skybox (or close enough to) and a mood is like a time of day or something. Ash in the air doesn't make a map new, but I guess we'll see.
Like when they added legitimately new maps in 1.4, they didn't call them moods. They each had specific map names like the other ones.
"The unexamined life is not worth living."
RNDclan.com
|
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
460
|
Posted - 2013.12.04 20:20:00 -
[121] - Quote
Nightbird Aeon wrote:Sana Rayya wrote:There was actually a hidden buff to shields in 1.6. Perhaps the delay penalty in 1.7 will negate the 1.6 buff and revert shields back to pre 1.6, or perhaps they'll revert back to pre 1.6 and apply the nerf on top of that.
Either way, this just underlines the fact that Gal Logi with full plates/dmg mods and repper hives/external rep is the FOTM. What is this "hidden buff" you speak of?
I haven't mentioned it on the forums in an attempt to keep it a secret. But message me in game and if you promise to do the same, I'll tell you.
Of course, if CCP "corrects" the mistake of this buff then I don't care if it gets out on the forums. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
259
|
Posted - 2013.12.04 20:20:00 -
[122] - Quote
I thought that the squat/sprint glitch for overheating weapon was going to be fixed in 1.7? I didn't see it in the patch notes though.
an easy fix to Matchmaking
|
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CCP Logibro
C C P C C P Alliance
3836
|
Posted - 2013.12.04 20:22:00 -
[123] - Quote
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.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
|
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Terra Thesis
HDYLTA Defiant Legacy
380
|
Posted - 2013.12.04 20:25:00 -
[124] - Quote
Jaysyn Larrisen wrote:Should have posted this earlier... Great Job, CCP.
I am all on board for the patch and I think you guys are making great strides with the game. Huge fan of the faction warfare changes and how it makes EVE connections that much more important.
I am a little confused at the shield nerf (mostly enlight of the obvious TTK issues)...Could a blue tag let us know the rationale behind this? I fully admit there maybe are vaild reason, it's just not apparent to a lot of us.
probably because without any sort of stacking penalty or drawback, most of the time you'd put any on, its optimal to fill all your slots with them, making fitting vastly less interesting. shield extenders was one of the few modules left that you'd want to spam like that.
it doubt it had anything to do with armor vs shield balance and i think they didn't even consider it.
HDYLTA - Freedom Delivered
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Knight Soiaire
BurgezzE.T.F Public Disorder.
3483
|
Posted - 2013.12.04 20:26:00 -
[125] - Quote
Can you get the numbers for the penalty shield extenders will recieve?
Forum Prison Escapee
Yes, 1.7 is going to suck. Proto Min Logi here I come!
T_T
|
Parson Atreides
Ahrendee Mercenaries EoN.
851
|
Posted - 2013.12.04 20:26:00 -
[126] - Quote
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.
Alright. But until it gets a further reduction to damage done to infantry, it's still too powerful in situations where people can just camp on high towers. It doesn't provide for any interesting counter-play.
Remember when people could dumbfire swarm launchers at infantry way back in the closed beta? Yea it was really frustrating and imbalanced because the weapon is designed for AV damage but it was being applied to things with 1/10 the health. It's the same case with the forge gun now.
"The unexamined life is not worth living."
RNDclan.com
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
548
|
Posted - 2013.12.04 20:28:00 -
[127] - Quote
Looks good CCP! Can't wait!
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
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The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 20:29:00 -
[128] - Quote
Is the stacking penalty for shield extenders only for vehicles, or also for infantry? |
Skihids
Unkn0wn Killers Renegade Alliance
2482
|
Posted - 2013.12.04 20:30:00 -
[129] - Quote
I have been trying to build a Cal Assault with energizers and regulators to support a "hit and run" play style but the low TTK makes it more like "get hit and die before being able to duck". I would hear the "Swoosh, swoosh, swoosh" of a SCR and watch the horizon tilt as my merc fell to the ground. That suit gets to stay in the closet for another patch cycle.
Fortunately I just unlocked Armor Plates L5 for my Min Logi and the repair tool is now more viable. It's also going to be more relevant given the high level of armor tanking. The STD repair tool still yields the best WP rewards so it will be cheap to run too. I don't know if I'll bother with a needle this cycle. I'll have to see what percentage of deaths are revivable. |
The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 20:33:00 -
[130] - Quote
When will you address TTK CCP? The 10% damage buff to weapons that came early in uprising to compensate for bad hit detection needs to go; we don't have that kind of problem anymore and it was only a temporary fix (which is now not needed), so please remove it. |
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Atom Heart Mother
Nazionali Senza Filtro
71
|
Posted - 2013.12.04 20:33:00 -
[131] - Quote
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 |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4849
|
Posted - 2013.12.04 20:34:00 -
[132] - 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 They touched AV because they touched V.
Never forget
How to fix the Logi
|
Mregomies
The Unholy Legion Of DarkStar DARKSTAR ARMY
130
|
Posted - 2013.12.04 20:36:00 -
[133] - Quote
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible. This is good one!
Suomi, Finland, PERKELE!
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Atom Heart Mother
Nazionali Senza Filtro
71
|
Posted - 2013.12.04 20:36:00 -
[134] - 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
then I would like sp refund for that f*****n swarm launcher I've skilled. now its useless, ****. |
KenKaniff69
Fatal Absolution
953
|
Posted - 2013.12.04 20:40:00 -
[135] - Quote
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....
So about those vehicle locks...
|
Atom Heart Mother
Nazionali Senza Filtro
71
|
Posted - 2013.12.04 20:40:00 -
[136] - Quote
TheAmazing FlyingPig wrote: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 They touched AV because they touched V.
...then you would assume that vehicles are weaker than before? you tell me professor. |
The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 20:42:00 -
[137] - 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
Tanks lots 3 slots, swarms used to cover the entire map and all objectives from redzone, armor tanks lost their super repping capability, and vehicles got a relative nerf to PG/CPU.
Basically AV needed to be rebalanced because vehicles got rebalanced.
Also, complain after you get 1.7 to see if the AV nerf was too much or too little, not before. There's too many changes to really get a feel for if its too much. |
Cymek Omnius
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.12.04 20:43:00 -
[138] - Quote
thx |
Iron Wolf Saber
Den of Swords
11013
|
Posted - 2013.12.04 20:43:00 -
[139] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Infantry Armoring =// Unlocked
|
IAmDuncanIdaho II
R 0 N 1 N
179
|
Posted - 2013.12.04 20:44:00 -
[140] - 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
:((((((( |
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Spectral Clone
Dust2Dust. Top Men.
783
|
Posted - 2013.12.04 20:45:00 -
[141] - Quote
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.
Looks like I will be playing EVE for another month.
KDR > ALL
ME > KDR
ME > ALL
|
Ryder Azorria
Amarr Templars Amarr Empire
711
|
Posted - 2013.12.04 20:45:00 -
[142] - 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. 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. |
low genius
The Sound Of Freedom Renegade Alliance
953
|
Posted - 2013.12.04 20:46:00 -
[143] - Quote
looks awesome (even if I don't want to earn isk in high-sec)
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Kevall Longstride
DUST University Ivy League
713
|
Posted - 2013.12.04 20:50:00 -
[144] - Quote
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.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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General John Ripper
Pradox One Proficiency V.
5655
|
Posted - 2013.12.04 20:51:00 -
[145] - Quote
approved
Yes, It was me.
|
Vulpes Dolosus
SVER True Blood Public Disorder.
372
|
Posted - 2013.12.04 20:54:00 -
[146] - Quote
Will auxiliary small turrets be removable for vehicles? This was mentioned in a DEV post but I don't see it confirmed in the notes. Please be an oversightGǪ
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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KenKaniff69
Fatal Absolution
953
|
Posted - 2013.12.04 20:54:00 -
[147] - 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. Can't tell if troll or not....
So about those vehicle locks...
|
GRUNT 78
Namtar Elite Gallente Federation
20
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Posted - 2013.12.04 20:55:00 -
[148] - Quote
No hmg fix? Of course not! Cant have that now can we?!! ( spits on ground ). Would'nt use hmg in FW too many people gonna jump in front of u,GL. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
413
|
Posted - 2013.12.04 21:04:00 -
[149] - Quote
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. *Thinks to self why CCP Logibro is taking so long to find these numbers that he should have had all in one folder*
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
|
Cpt Merdock
The Exemplars Top Men.
139
|
Posted - 2013.12.04 21:08:00 -
[150] - Quote
Damage mods are not the problem, they need to dial back the damage of rifles, both assault and scrambler. Maybe with these two new rifles coming out we will see more balance between the weapons, Combat rifles are (Hopefully) going to make armour tankers angry. |
|
gandalgrey
Endless Hatred
93
|
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
|
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.
|
Foundation Seldon
Gespenster Kompanie Villore Accords
248
|
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
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
411
|
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
|
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
|
Joel II X
AHPA
272
|
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
|
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...
|
Jacques Cayton II
Providence Guard Templis Dragonaors
199
|
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
|
Daxxis KANNAH
Distinct Covert Initiative
490
|
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
|
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
|
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!
|
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
416
|
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 .
|
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
416
|
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 .
|
Agrios Endendros
Single Serving Friends
58
|
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!
|
Heavenly Daughter
the Aurum Grinder and Company
217
|
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
|
Luis rules 1st
Valor Coalition Proficiency V.
20
|
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
|
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
|
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?"
|
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
|
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
|
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...
|
Vulpes Dolosus
SVER True Blood Public Disorder.
374
|
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
|
Jebus McKing
Molon Labe. RISE of LEGION
187
|
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
|
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]
|
Galvan Nized
Deep Space Republic Top Men.
341
|
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.
|
Luis rules 1st
Valor Coalition Proficiency V.
21
|
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
|
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
|
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 .
|
|
Jenova Rhapsodos
Fatal Absolution
11
|
Posted - 2013.12.04 22:15:00 -
[181] - Quote
Jebus McKing wrote:
The Cons
buffed LP prototype weapons
lock timers for vehicles
Forge Guns still not nerfed into oblivion
Sniper Rifles still in the game
Derp. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
419
|
Posted - 2013.12.04 22:19:00 -
[182] - Quote
Cosgar wrote: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.
So let me try to understand your statement.
Ripcord19981 is going to adopt the child that I have with another women besides my other kids mom so that she does not find out about my other kid that I have with another girl.
So wait wouldn't I already know the sex of the baby then?
Wow!
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
|
Dudeguy94 Hal
King Brothers
0
|
Posted - 2013.12.04 22:20:00 -
[183] - Quote
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.
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N7 Operative Anthony
warravens League of Infamy
8
|
Posted - 2013.12.04 22:29:00 -
[184] - Quote
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
Are you serious!? Why would you nerf something that is already hurting. If you gave shield extenders a buff then that penalty would be fine, but no buff so WTF! My Caldari Assault is already at a disadvantage to Armor tanking Gal Assaults at 500 armor+. Way to promote armor tanking. You guys pretty much said ***k shield extenders. Sure 1.7 is large but it took this long to accomplish, not impressed. This game is still broken and is no where near being finished. Thanks CCP for screwing the players. |
Benjamin Ciscko
The Generals General Tso's Alliance
267
|
Posted - 2013.12.04 22:51:00 -
[185] - Quote
way over kill on the shields gal logis can kill them more efficiently now.
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
|
Harpyja
DUST University Ivy League
871
|
Posted - 2013.12.04 22:51:00 -
[186] - Quote
Hmm, forges are being changed, thank you!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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fawkuima juggalo
Eternal Beings
198
|
Posted - 2013.12.04 22:54:00 -
[187] - Quote
YYYAAAAYYYYY! WHOOP WHOOP! *MUCH EXCITEDNESS.
love all the changes, you heard our cries and was like "BOOM!.... whut ninja." thank you for delivering on another promise, i thought FW wouldn't come for quite a long time. I cant wait to try out the new vehicle mechanics, as it will be a totally new experience. Of course NEW RIFLES!!!!!!
Really what makes this update most impressive though is the amount of new content you put in for it. The vehicle rebalance alone was big and for a while i thought that would be as far as 1.7 would go, thank you for proving me SO wrong. With the addition of FW now actually having a purpose for dust players they have new variations and even a new market it self to mess around with. This is really cool guys, then you throw some new weapons out there as like a BEAUTIFUL cherry on top. I think this update couldnt have came at a better time, this shows that you have a lot of content, and adding new content all the time. All of the content can be fixed, balanced, or evolve, this really is new for console fps, and it needs to be put out there. i think you guys should definitely advertise this year for the holidays (even though a player market and PVE really needs to be implemented), you guys have a lot going on here, and soon we really could have one of the best games of all time.
THANKS FOR BEING AWESOME!
Dropship auto leveling and THE SOLUTION
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Luk Manag
of Terror TRE GAFFEL
191
|
Posted - 2013.12.04 22:54:00 -
[188] - Quote
Harpyja wrote:My fears have been proven to be true: forge guns have not been nerfed.
relax, dev posts confirmed new numbers - just not yet listed
There will be bullets. ACR+SMG
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Dudeguy94 Hal
King Brothers
1
|
Posted - 2013.12.04 22:55:00 -
[189] - Quote
Just looked at the patch notes again for no reason and realized that there is a volcano map! |
TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
225
|
Posted - 2013.12.04 22:57:00 -
[190] - Quote
CCP just gave us a page of updates, at least say thank you before complaining about buffs, nerfs, and excluded content! Shield nerf whhhaaaaa.....NO FORGE GUN NERF?!?! WTF?!?!? whhhhaaaaa..... This is a very good patch and alot of content is being released so thank you CCP. I know that the other things will come in time.
Is this where I write the signature? No?
|
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
7
|
Posted - 2013.12.04 23:02:00 -
[191] - Quote
No player market yet? the FW update really needs the Player Market to be there, else we will be missing out on tons of ISK we could have been making from FW. I want to sell my factional gear to help offset getting loyalty points instead of ISK. Also, the fact we'll have to spend more ISK to get said factional gear, which will only hurt the wallet more. |
demens grimwulff
A.N.O.N.Y.M.O.U.S. Renegade Alliance
54
|
Posted - 2013.12.04 23:02:00 -
[192] - Quote
Daxxis KANNAH wrote:Zero Notion wrote:Pfft, shield Nerf? As if anyone is using anything but damage mods.
Oh, right. Scouts.
Hahahahahahahaahahahahahaahahaha :( :( :(
They really don't like you guys. Even I am using damage mods - can you actually tell the difference of split seconds? Wont be building my Min Assault anytime soon - though I expect an extender HP buff around Feb / Mar
I was, originally, Min Assault... Switched to Min Logi because Min Assault is to underpowered in comparison to the rest of the actual viable assault and logi suits. Every bullet hits so speed tanking is negated, two lows mean you will always be scanned, and the lack of CPU/PG made the suit hard to build as a shield tanker without cutting a bunch of corners elsewhere. With the combat rifle and the massive potential in savings of CPU and PG, I had hoped the Min Assault might be good again with some shield tanking... Alas... A shield Nerf means I am more likely to give myself a lobotomy over dusting off my Min Assault suit as 90% of all competitive gun fights are armor tankers using active armor tanking...
not the way I would have gone in balancing... especially considering the Scrambler got a buff and it is already extremely powerful with no real downside (note: they didn't fix the glitch that allows you to fire through overheat) |
Komodo Jones
Chaotik Serenity
242
|
Posted - 2013.12.04 23:05:00 -
[193] - Quote
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. |
CrotchGrab 360
Commando Perkone Caldari State
419
|
Posted - 2013.12.04 23:07:00 -
[194] - Quote
Cody Sietz wrote:CrotchGrab 360 wrote:[quote=CCP Logibro]
Path to Game and Overall UI
Made back end optimizations to reduce stalls when scrolling lists.
THANK YOU, this was so annoying. Happened all the time on the dropsuit menu.
Gameplay Improved spawning in Ambush. Reduced possibility of spawning into a group of enemies when battle starts.
so you haven't removed the possibility/
HUD Removed the hit indication UI and reticle color change from null cannon installations.
finally.
Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible.
now i can actually repair people!
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
REALLY? Shield recharge rate is already a joke. shields are NOT the problem. A few idiots on the forums asked for shield stacking penalty so you gave it to them? what about 830 armour on a proto gallente logi? shields are not the problem, armour is.
extra thought: now please tell us, when on earth will all the muddy textures and the draw distance be addressed? What about Cal Logis stacking armour plates?
any suit stacking armour I just used gallente as an example. |
fawkuima juggalo
Eternal Beings
198
|
Posted - 2013.12.04 23:08:00 -
[195] - Quote
Daxxis KANNAH wrote:Thor Odinson42 wrote:Holy **** balls a shield nerf???
Are you freakin serious? I was all for this until they upped armor so much there is reason behind this shield madness.... you all think you know the problem when really what they are doing will fix it. trust me..... i think well see a huge balance come from this and the new rifles.
Dropship auto leveling and THE SOLUTION
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DiGreatDestroyer
Grupo de Asalto Chacal RISE of LEGION
35
|
Posted - 2013.12.04 23:11:00 -
[196] - Quote
One thing: If the owner of a vehicle enters 1 second after delivery, does it allow his squadmates to enter the vehicle right away, or they still have to wait the 5 seconds?? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
249
|
Posted - 2013.12.04 23:17:00 -
[197] - Quote
Jumpin' Jehoshaphat! Some awesome that slipped by with scarcely a mention in the blogs:
CCP Logibro wrote:
- Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller.
(a warm welcome to a feature that took the long way around)
CCP Logibro wrote:
- Added warning for vehicle active damage modifiers to target intel.
(useful, but never would have thought of it)
CCP Logibro wrote:
- When a repair tool is the active item all friendly HP bars will now be visible.
(can't be happy enough about this one--time to break out the medic suit again!)
CCP Logibro wrote:
- Issues with full screen hit indication to ensure it is always based on firing location.
(assuming this means the hit indicator will now point in the general direction of the person who's hitting you, it's a very welcome change)
CCP Logibro wrote:
- Implemented crash reporting and performance monitoring that collects information from players which will improve game stability and performance.
(seems minor, but could help a lot in the long run)
Whoever is responsible for each of these should get extra gold stars! |
Gideon McAllistar
TeamPlayers Negative-Feedback
52
|
Posted - 2013.12.04 23:20:00 -
[198] - Quote
900+ armor Gallente Logi FOR DA WIN! Get yer Combat and Rail Rifles while they're hot, folks!!!
If you're blue and you know it, get out of my tank.
If you're blue and you know it, get out of my tank. . . Seriously.
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IraqiFriendshipExplosive
Edimmu Warfighters Gallente Federation
8
|
Posted - 2013.12.04 23:22:00 -
[199] - Quote
Proper independent sensitivity adjustments! Love you guys for that. That plus the vehicle locks is enough to make we come back and play again when this is released. |
Heinrich Jagerblitzen
D3LTA FORC3
1123
|
Posted - 2013.12.04 23:47:00 -
[200] - Quote
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. |
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Dudeguy94 Hal
3
|
Posted - 2013.12.04 23:48:00 -
[201] - Quote
Yay for vehicle locks, so if my dropship crushes me i can respawn and have a squadmate save it, no more noob pilots crashing it a millisecond after delivery...
Press ALT+F4
Or CTRL+W
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IAmDuncanIdaho II
R 0 N 1 N
180
|
Posted - 2013.12.04 23:50:00 -
[202] - 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 -
[203] - 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 |
Alex Desmond
Molon Labe. RISE of LEGION
5
|
Posted - 2013.12.04 23:57:00 -
[204] - Quote
I hate to be negative when i know a lot of people are complaining but, shield tanking was second class and now it's been kicked while it was down... Just give regulators and/or rechargers a boost so i can effectively make a suit with good recovery.
So many people to kill, So many clones to do it...
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Meeko Fent
Commando Perkone Caldari State
1703
|
Posted - 2013.12.05 00:03:00 -
[205] - Quote
Added physical impulses to all weapon impacts
Wat?
Does this mean... that if I blap somebody in the face, they will move a bit in the direction I am hitting them in?
EDIT- Uhh, CCP, did you forget to add in a tiny extender buff?
At least a 10 HP Buff on the extenders.
Just making a note.
Refunding a few AUR militia Blueprints pertaining to vehicles because their respective modules will not exist anymore
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jlpgaming2752
The Unholy Legion Of DarkStar DARKSTAR ARMY
13
|
Posted - 2013.12.05 00:13:00 -
[206] - Quote
The big problem with vehicles is that there is too big a risk in using them. It divides rich from poor. Not sure if I like that. Also Shield Extender nerf.
Subscribe to my YouTube channel for entertaining Dust videos: http://www.youtube.com/user/jlpgaming2752
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Bartimaeus of Achura
Cassardis
60
|
Posted - 2013.12.05 00:20:00 -
[207] - Quote
Quote:Translated version will be posted tomorrow
And how would they know that if this is in English? |
Dudeguy94 Hal
3
|
Posted - 2013.12.05 00:21:00 -
[208] - Quote
Bartimaeus of Achura wrote:Quote:Translated version will be posted tomorrow
And how would they know that if this is in English? LOL
Lick a Lizard.
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.12.05 00:45:00 -
[209] - Quote
How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed |
Atiim
Living Like Larry Schwag
1584
|
Posted - 2013.12.05 00:49:00 -
[210] - Quote
AP Grasshopper wrote:How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed Vehicles will be very viable in 1.7
Get your head outta your @$$ and stop QQing about AV destroying your POS fit vehicle and maybe you'll realize that.
My Very First Thread About Tanks
-HAND
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.12.05 00:58:00 -
[211] - Quote
Atiim wrote:AP Grasshopper wrote:How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed Vehicles will be very viable in 1.7 Get your head outta your @$$ and stop QQing about AV destroying your POS fit vehicle and maybe you'll realize that.
Apparently i've jumped the gun, FG has been adjusted however the stats failed to have made it in the Dev notes. Mentioning fittings, sad redirect to avoid the intended point. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
140
|
Posted - 2013.12.05 00:58:00 -
[212] - Quote
Atiim wrote:AP Grasshopper wrote:How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed Vehicles will be very viable in 1.7 Get your head outta your @$$ and stop QQing about AV destroying your POS fit vehicle and maybe you'll realize that.
Message from Godin: AP is pretty good actually. You sir are the one that's ****. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
140
|
Posted - 2013.12.05 00:59:00 -
[213] - Quote
AP Grasshopper wrote:Atiim wrote:AP Grasshopper wrote:How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed Vehicles will be very viable in 1.7 Get your head outta your @$$ and stop QQing about AV destroying your POS fit vehicle and maybe you'll realize that. Apparently i've jumped the gun, FG has been adjusted however the stats failed to have made it in the Dev notes. Mentioning fittings, sad redirect to avoid the intended point.
Message from Godin: I blame Nova for trolling Logibro while he was typing it out. |
Atiim
Living Like Larry Schwag
1586
|
Posted - 2013.12.05 01:04:00 -
[214] - Quote
Roger Cordill wrote:Atiim wrote:AP Grasshopper wrote:How can you say you tweaked AV without even adjusting forge guns? Are you that ******** ccp? Vehicles still aren't viable. You've failed Vehicles will be very viable in 1.7 Get your head outta your @$$ and stop QQing about AV destroying your POS fit vehicle and maybe you'll realize that. Message from Godin: AP is pretty good actually. You sir are the one that's ****. I've yet to see him in a match. I simply dismissed him as QQing since he was complain about how vehicles won't be viable in 1.7.
However, I have played against Godin in a match once. I was pounding him with AV until he turned the corner. So I shot a nearby railgun to make it become hostile and bam!
+75
My Very First Thread About Tanks
-HAND
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Awesome Pantaloons
Tech Guard RISE of LEGION
162
|
Posted - 2013.12.05 01:04:00 -
[215] - Quote
... Wait, what do you mean "numbers on forge guns"? ffs... You didn't seriously **** with my forges did you? :( Is it at least viable?? Or did I waste millions of SP on forges? I knew the nerf hammer would come down on the most perfect weapon in the game eventually but damn... the time hs finally come.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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CCP Logibro
C C P C C P Alliance
3874
|
Posted - 2013.12.05 01:22:00 -
[216] - Quote
Forge Gun numbers!
Damage | Charge time
Base STD - 1320 -> 1200 | 3.5 -> 4.0 ADV - 1452 -> 1320 | 3.5 -> 4.0 PRO - 1584 -> 1440 | 3.5 -> 4.0 Assault STD GÇô N/A ADV - 1525 -> 1375 | 2.5 -> 3.0 PRO - 1663 -> 1500 | 2.5 -> 3.0 Breach STD - 2310 -> 1750 | 6.0 -> 6.0 ADV - 2541 -> 1925 | 6.0 -> 6.0 PRO - 2772 -> 2100 | 6.0 -> 6.0
Officer - 1584 -> 1440 | 2.1 -> 2.4
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
1195
|
Posted - 2013.12.05 01:27:00 -
[217] - Quote
CCP Logibro wrote:Forge Gun numbers!
Damage | Charge time
Base STD - 1320 -> 1200 | 3.5 -> 4.0 ADV - 1452 -> 1320 | 3.5 -> 4.0 PRO - 1584 -> 1440 | 3.5 -> 4.0 Assault STD GÇô N/A ADV - 1525 -> 1375 | 2.5 -> 3.0 PRO - 1663 -> 1500 | 2.5 -> 3.0 Breach STD - 2310 -> 1750 | 6.0 -> 6.0 ADV - 2541 -> 1925 | 6.0 -> 6.0 PRO - 2772 -> 2100 | 6.0 -> 6.0
Officer - 1584 -> 1440 | 2.1 -> 2.4
max distance?
edit:
sorry, first off, thank you so much n.n
. __
/.)\ spamming these = you have no opinion in anything Dust 514 related
\ __ /
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negative49er
Krusual Covert Operators Minmatar Republic
368
|
Posted - 2013.12.05 01:29:00 -
[218] - 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
Wait did you just increase the charge up time
One day my shotgun will run out ammo
1.7 is the day if I fight or i give up
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4878
|
Posted - 2013.12.05 01:32:00 -
[219] - Quote
negative49er wrote: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 Wait did you just increase the charge up time It's not an unreasonable change. They could've taken the nerf mallet and bludgeoned FG's.
Never forget
How to fix the Logi
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Spkr4theDead
Red Star. EoN.
1424
|
Posted - 2013.12.05 01:41:00 -
[220] - Quote
CCP Logibro wrote:
Added intel kill assist rewards for vehicle scanners.
It's about time vehicle scanners get this. Already sorely outclassed by infantry active scanners.
Added warning for vehicle active damage modifiers to target intel.
So when in a vehicle, and the stats for an enemy tank are displayed, we'll be able to see if they have an active damage mod equipped on the vehicle? That's a great idea.
Added a damage threshold for triggering the shield recharge delay on vehicles to prevent low damage weapons from delaying vehicle shield recharge.
So what's this damage threshold? Are you saying that infantry weapons need to reach a certain ceiling before they're able to halt shield regeneration? How much damage are we talking about? What weapons can do this?
Adding owner and squad lock timers to vehicles.
- No-one apart from the vehicle owner can get into a vehicle for 5 seconds after delivery. - No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery.
This is great too. It'll ensure that only those you trust can get in a vehicle right away. Good idea.
Reduced AV grenade damage (Standard: 1050 to 725; Advanced: 1260 to 870; Prototype: 1470 to 1015).
So what about the sleek and packed AV grenade variants? What's going to happen to those?
Added physical impulses to all weapon impacts.
What?
Dealing damage to teammates, team vehicles and team equipment will be tracked on a per match basis. If a player deals 5,000 damage to teammates, vehicles or equipment in a single match they will be removed from the match and unable to join again for the rest of the day. Damage to installations is not counted.
[b]Equipment? Not sure how I feel about that. So, let's look at this. Idiot blue dots decide to start suicide driving LAVs into tanks. Does anybody have friendly fire damage credited against them? Is the game able to differentiate a tanker deliberately ramming friendly LAVs, or people deliberately ramming friendly tanks?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Greasepalms
Ahrendee Mercenaries EoN.
284
|
Posted - 2013.12.05 01:50:00 -
[221] - Quote
Quote:Added physical impulses to all weapon impacts.
Flinching? |
ELITE INQUISITOR
Eternal Beings
38
|
Posted - 2013.12.05 01:54:00 -
[222] - Quote
The only thing I'm not really sure about is the penalty for stacking shield extenders. As a min scout, all I have is my shield. If it recharges too slow between engagements then I'm in trouble.
If you accept your limitations you go beyond them
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Xocoyol Zaraoul
Superior Genetics
1581
|
Posted - 2013.12.05 02:03:00 -
[223] - Quote
ELITE INQUISITOR wrote:The only thing I'm not really sure about is the penalty for stacking shield extenders. As a min scout, all I have is my shield. If it recharges too slow between engagements then I'm in trouble.
It's only for depletion rates though not normal rates, how often does your minni lose its shields and still survive between engagements if all it has is shields?
Closed Beta Vet
Reading the forums detracts from overall enjoyment of the game
|
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:06:00 -
[224] - Quote
V1RONXSS wrote: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
P.S. shield nerf is bs. Vehicles lost a lot of slots, their modules got rebalanced, they don't have relatively as much PG/CPU, and they need to reload and resupply. |
Shokhann Echo
Chatelain Rapid Response Gallente Federation
111
|
Posted - 2013.12.05 02:07:00 -
[225] - Quote
still no vehicle lock huh...
Void Echo's Alt
Back-up Profile
Back on main 12-20-2013
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The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:11:00 -
[226] - Quote
Shokhann Echo wrote:still no vehicle lock huh... They added a timer and you can remove your turrets. |
ELITE INQUISITOR
Eternal Beings
38
|
Posted - 2013.12.05 02:13:00 -
[227] - Quote
Xocoyol Zaraoul wrote:ELITE INQUISITOR wrote:The only thing I'm not really sure about is the penalty for stacking shield extenders. As a min scout, all I have is my shield. If it recharges too slow between engagements then I'm in trouble. It's only for depletion rates though not normal rates, how often does your minni lose its shields and still survive between engagements if all it has is shields?
I run some armor too but with 3 high and 2 low and limited cpu/pg I tend to go with more shield. I run in and kill a few people take damage and then run around the corner so my shield recharges then attack from a different direction or at a different location. no quick recharge can equal death. I can't go with full armor cause it would slow me down. If I'm slow, what's the point of being a scout. I could just go assault.
If you accept your limitations you go beyond them
|
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:20:00 -
[228] - Quote
DiGreatDestroyer wrote:One thing: If the owner of a vehicle enters 1 second after delivery, does it allow his squadmates to enter the vehicle right away, or they still have to wait the 5 seconds?? I would like to know this too. |
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:26:00 -
[229] - 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. He speaketh the true true! |
Iron Wolf Saber
Den of Swords
11042
|
Posted - 2013.12.05 02:26:00 -
[230] - Quote
Greasepalms wrote:Quote:Added physical impulses to all weapon impacts. Flinching?
From what was explained to me this only effects people at death.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Infantry Armoring =// Unlocked
|
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Breazilian
KNIGHTZ OF THE ROUND Legacy Rising
2
|
Posted - 2013.12.05 02:29:00 -
[231] - Quote
Great shield tanking is even worse now... *sigh* |
Zero Roamero
NaphBlade
19
|
Posted - 2013.12.05 02:38:00 -
[232] - Quote
Zero Notion wrote:Pfft, shield Nerf? As if anyone is using anything but damage mods.
Oh, right. Scouts.
Hahahahahahahaahahahahahaahahaha :( :( :(
They really don't like you guys.
............Ay, man. You stealing my name?
"I may fall in battle. But even so, I'll just get back up again."
|
Fizzer94
L.O.T.I.S. Public Disorder.
1111
|
Posted - 2013.12.05 02:55:00 -
[233] - Quote
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.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
|
Fizzer94
L.O.T.I.S. Public Disorder.
1111
|
Posted - 2013.12.05 03:01:00 -
[234] - Quote
The-Errorist wrote: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. He speaks the true true! Take caresy of whose ya be trustin' or Old Georgie will git' ya. That's the true true.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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CCP Saberwing
C C P C C P Alliance
319
|
Posted - 2013.12.05 03:13:00 -
[235] - Quote
Aero Yassavi wrote:What happened to the Caldari Production Facility? I don't see it in the patch notes? Delayed? It was pulled for performance reasons from 1.7 and requires a little more time. Should hopefully make an appearance in a release soon.
Regarding all the questions around shield extenders: the penalty is 3%.
Edit: Patch notes should be updated to reflect that. :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
|
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Cosgar
ParagonX
8339
|
Posted - 2013.12.05 03:19:00 -
[236] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:What happened to the Caldari Production Facility? I don't see it in the patch notes? Delayed? It was pulled for performance reasons from 1.7 and requires a little more time. Should hopefully make an appearance in a release soon. Regarding all the questions around shield extenders: the penalty is 3%. Edit: Patch notes should be updated to reflect that. :) 3% across the tiers, or does it scale up from standard, advanced or prototype?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Foxhound Elite
The Rainbow Effect
541
|
Posted - 2013.12.05 03:20:00 -
[237] - Quote
Are the vehicle HP, PG and CPU changes included in 1.7 still? Because they're not listed here in the patch notes. Just wondering!
Python pilot, troop-transport specialist and an all-round ballbag.
|
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
625
|
Posted - 2013.12.05 03:26:00 -
[238] - Quote
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
SCAN ATTEMPT PREVENTED
|
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
625
|
Posted - 2013.12.05 03:30:00 -
[239] - 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
oooooops I mean shield regulator
SCAN ATTEMPT PREVENTED
|
mollerz
Minja Scouts
1132
|
Posted - 2013.12.05 03:38:00 -
[240] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:What happened to the Caldari Production Facility? I don't see it in the patch notes? Delayed? It was pulled for performance reasons from 1.7 and requires a little more time. Should hopefully make an appearance in a release soon. Regarding all the questions around shield extenders: the penalty is 3%. Edit: Patch notes should be updated to reflect that. :)
yea... hmm.. Thanks a lot!
#shittycoding
|
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
393
|
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
|
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.
|
Lillica Deathdealer
Mango and Friends
450
|
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
|
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
Gû¼Gû¼+¦GòÉGòÉGòÉGòÉGòÉGòÉGòÉ-Vet-GòÉGòÉGòÉGòÉGòÉGòÉGòÉ+¦Gû¼Gû¼
+¬(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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Demon Buddah
NECROM0NGERS Covert Intervention
60
|
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
|
Posted - 2013.12.05 04:56:00 -
[253] - Quote
So when can I change the colors on my suit? |
Poultryge1st
Da Short Buss
16
|
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
|
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
|
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.
|
rayakalj9
Opus Arcana Covert Intervention
1
|
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
|
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
|
Skybladev2
Vacuum Cleaner. LLC RUST415
70
|
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!
<[^_^]>
|
BARDAS
Shining Flame Amarr Empire
760
|
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
|
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
|
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)
|
Alena Ventrallis
Osmon Surveillance Caldari State
213
|
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
|
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
|
Martin0 Brancaleone
Maphia Clan Corporation
487
|
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
|
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
|
Spectral Clone
Dust2Dust. Top Men.
797
|
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
|
Johnny Guilt
Algintal Core
372
|
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.
|
DeeJay One
Guardian Solutions DARKSTAR ARMY
119
|
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
|
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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IAmDuncanIdaho II
R 0 N 1 N
181
|
Posted - 2013.12.05 08:52:00 -
[271] - 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 |
Jungian
Ahrendee Mercenaries EoN.
267
|
Posted - 2013.12.05 08:53:00 -
[272] - Quote
gooood stuff |
Leadfoot10
Molon Labe. RISE of LEGION
114
|
Posted - 2013.12.05 09:07:00 -
[273] - Quote
"Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller."
I love you. Whoever you are. Thank you. |
TERMINALANCE
Zumari Force Projection Caldari State
226
|
Posted - 2013.12.05 09:23:00 -
[274] - 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
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!! |
Hunter Junko
Sebiestor Field Sappers Minmatar Republic
217
|
Posted - 2013.12.05 09:28:00 -
[275] - 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. might i remind AV operators that lock on range and missile range are two different things completely. you can now only lock on to a dropship at 175 meters, but the distance covered by your missiles will be the same 400 meters.
thank you and have nice day, -Hunter |
Parson Atreides
Ahrendee Mercenaries EoN.
856
|
Posted - 2013.12.05 09:39:00 -
[276] - 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
Wut. You nerf the SL by 30% of its damage and more than half its range. Then all you do to the forge gun is increase the charge by a small amount and reduce the damage by 10%? No change to the range at all? The damage can still one shot any suit once you add in proficiency and at least one damage mod. So stupid.
"The unexamined life is not worth living."
RNDclan.com
|
KatanaPT
Tech Guard RISE of LEGION
425
|
Posted - 2013.12.05 10:28:00 -
[277] - Quote
Me likey!
Tech Guard Recruiting Spot
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Macchi00
LORD-BRITISH
29
|
Posted - 2013.12.05 10:31:00 -
[278] - Quote
NOOOOOOOOOOOOOOO Forgegunnnnnnnnnnnnnnnnnnnnnn
I love ForgeGun.
|
GRIM GEAR
NECROM0NGERS Covert Intervention
105
|
Posted - 2013.12.05 10:41:00 -
[279] - Quote
Sana Rayya wrote: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)? Or is it 3% per extender, including the first? I can live with that, assuming CCP doesn't remove the secret shield buff.
Also, stacking penalties apply to the movement penalty for armor plates, therefore they should also apply to the delay on shield extenders. 5x complex stacked (if it really is 3% per extender) would yield only 8.75% when stacking penalties are accounted for.
Wait what if you were to reverse the stacking penalty therefore increasing the 3% stacking penalty for every extra shield you stack? Now wouldn't that f*** us up.......
On another note awesome job CCP great patch keep up the good work.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
8
|
Posted - 2013.12.05 10:49:00 -
[280] - Quote
Martin0 Brancaleone wrote: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!
It only took them all of closed/open beta and 9 updates to add that feature. You'd think it'd have been a common sense update loooooooooooong ago.
Also, glad I'm getting out of vehicles and I use armor instead of shields on dropsuits. Killing those annoying assault ck.0 will be even easier now. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4019
|
Posted - 2013.12.05 12:14:00 -
[281] - Quote
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.
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.
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Monkey MAC
Lost Millennium
1146
|
Posted - 2013.12.05 12:23:00 -
[282] - Quote
So everyone complaining at the shield extender nerf, I'll Just highlight the important parts.
CCP wrote: Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay.
So it's hardly a big nerf to shields, because normally on shield tank suits you rarely survive on armour anyway. It hurts Bricktankers and DualTankers the most.
Don't really see why there is so much of a comotion over it.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 12:55:00 -
[283] - 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
What about the range?
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Takahiro Kashuken
Red Star. EoN.
1843
|
Posted - 2013.12.05 13:31:00 -
[284] - 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 didnt expect a FG nerf
I will still use my AFG if i dont get that full respec
Small increase in charge time which isnt much, 10% damage reduction for Standard and assault isnt bad, breach is defo worse off and wont be used, should have removed it tbh
As for patch notes not bad
Still AR514 and SCAN514 = COD514 but maybe the vehicles will change that unless all the depots are automatically destroyed
Still vehicles gonna need a hell of a test and why cant we have a pic for the new DS camera?
Shield nerf is lol, maybe they wont stack armor plates and maybe use them low slot shield things
Overall doesnt seem bad |
IAmDuncanIdaho II
R 0 N 1 N
181
|
Posted - 2013.12.05 13:39:00 -
[285] - 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? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4021
|
Posted - 2013.12.05 14:02:00 -
[286] - Quote
IAmDuncanIdaho II 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. 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?
I've been advocating Scouts ever since Beta; trust me, I know full well that they need some re-balancing, but if you want to call BS on this marginal change and say that it's a nerf... I dunno what to tell you. This is such a miniscule change that I don't think anyone is going to really notice save for the brick/dual tankers.
The TTK a Scout is so low that this change won't even be noticed by the vast majority of players who don't watch the forums like a hawk. Theres a member of my corporation who doesn't have immediate access to the internet and we relay this information to him and even he wasn't concerned about this change at all. It matters only on a min-maxing standpoint because honest to god there are far more pressing concerns in-game than shields recharging a fraction of a second longer.
While I like this kind of passion and energy, it could really be better used elsewhere.
Edit: Another thing to keep in mind is that CCP isn't planning on making many (if any at all) changes to Scouts until all the racial scouts are in; that's a good idea, I feel. No point in buffing them just to re-balance them later on and have people getting riled up over it. The good news is that we've already seen renders of the Amarr Scout, so it shouldn't be too long before they show up.
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Big Burns
Dem Durrty Boyz Renegade Alliance
69
|
Posted - 2013.12.05 14:11:00 -
[287] - Quote
TheAmazing FlyingPig wrote:Great patch, but hopefully you guys just forgot to copy - paste the Forge Gun changes into this post.
And are we getting "Player Market"...or what? |
Elmo Love U
514 Mile High Club
17
|
Posted - 2013.12.05 15:01:00 -
[288] - Quote
"Updated third person dropship camera. "
Will this zoom out more? If so, Elmo Love You!
Show me the money!
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Elmo Love U
514 Mile High Club
17
|
Posted - 2013.12.05 15:06:00 -
[289] - Quote
" Reduced Swarm Launcher damage (330 to 220). " Reduced Swarm Launcher lock-on range from 400m to 175m. " Elmo very angry. Elmo kill 200 noobs in retaliation.
Show me the money!
|
KenKaniff69
Fatal Absolution
961
|
Posted - 2013.12.05 15:12:00 -
[290] - Quote
Elmo Love U wrote: "Updated third person dropship camera. "
Will this zoom out more? If so, Elmo Love You! We wanted to enhance teamwork and coordination, so we made the dropship pilot completely blind by giving him a black screen. This way gunners can act as navigators to guide the DS and it's blind pilot through the battlefield. This strengthens teamwork and builds character. Planned for 1.7.
Oh and we also increased the price of turrets by 200% and DS hulls by 400%.
So about those vehicle locks...
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Davy Headhunter
Pradox One Proficiency V.
18
|
Posted - 2013.12.05 15:22:00 -
[291] - 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
That is ridiculus... Splash damage nerf and now double damage nerf?? why? there is like 1% of the game that uses it, its a weapon of extreme skill. ofcourse it have to be devastating?
Will at least be skills to reduce the charge time???
EDIT: The forge gun had 665 DPS (Proto Assault) now it have 500 dps, that is 25% damage reduction... WTF? How the F** a anty vehicle gun will have less damage optput than a stupid Assault rifle? |
Knight Soiaire
BurgezzE.T.F Public Disorder.
3525
|
Posted - 2013.12.05 15:23:00 -
[292] - Quote
Is that a 3% Penalty on ALL of the Shield Extender Modules? Or just the Complex one?
Forum Prison Escapee
Yes, 1.7 is going to suck. Proto Min Logi here I come!
T_T
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
421
|
Posted - 2013.12.05 16:01:00 -
[293] - 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.
How are plates less effective? |
WAR-MONGER SLAUGHTER
Unkn0wn Killers Renegade Alliance
25
|
Posted - 2013.12.05 16:05:00 -
[294] - 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
where the fu.ck is this in the patch notes? are yous just making sh!t up as u go . just when u think a patch is good ... they ruin it .. fu.ck this game already..
WAR-MONGER SLAUGHTER ... THE GOD HEAVY
|
Kevall Longstride
DUST University Ivy League
719
|
Posted - 2013.12.05 16:42:00 -
[295] - 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.
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.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4023
|
Posted - 2013.12.05 16:43:00 -
[296] - Quote
WAR-MONGER SLAUGHTER wrote: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 where the fu.ck is this in the patch notes? are yous just making sh!t up as u go . just when u think a patch is good ... they ruin it .. fu.ck this game already..
It was left out by accident and they plugged afterward when reminded. They're not making this up, it falls in with the rest of the AV/Vehicle rebalancing. Not sure how this ruined an entire patch that is boiling over with content O.o
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Galvan Nized
Deep Space Republic Top Men.
346
|
Posted - 2013.12.05 17:38:00 -
[297] - 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.
CCP says 3% but they don't clarify if that's for all tiers. If it's 3% for all tiers then it's insignificant for Pro shield tankers and dual tankers alike.
But that poor new shield tanker is done. Shields increase hp per tier terribly plus weaker shield regs and this new penalty. A basic or ADV shield tanker cannot compete at all with the Bas or ADV armor tanker.
I escape with no shields quite often, granted this hurts those with low shield hp the most it does hit shield tanking. It's a nerf, plain and simple, to something that did not need it right now.
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IAmDuncanIdaho II
R 0 N 1 N
184
|
Posted - 2013.12.05 17:43:00 -
[298] - 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? |
Kevall Longstride
DUST University Ivy League
720
|
Posted - 2013.12.05 17:58:00 -
[299] - Quote
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.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
|
IAmDuncanIdaho II
R 0 N 1 N
184
|
Posted - 2013.12.05 18:11:00 -
[300] - 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. |
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Gelan Corbaine
Gladiators Vanguard
228
|
Posted - 2013.12.05 18:17:00 -
[301] - Quote
Parson Atreides wrote:
Wut. You nerf the SL by 30% of its damage and more than half its range. Then all you do to the forge gun is increase the charge by a small amount and reduce the damage by 10%? No change to the range at all? The damage can still one shot any suit once you add in proficiency and at least one damage mod. So stupid.
You do realize that Forges require more sp than swarms have WAY less ammo and that the ONLY way a heavy can get money to pay for his stuff is to kill things ? At least Swarmers have an equipment slot for personal resupply or extra WP making on the side .
No job is worth doing if you don't get paid in the end .
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SHANN da MAN
D3LTA FORC3
107
|
Posted - 2013.12.05 19:24:00 -
[302] - Quote
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)
nothing to see here ... move along
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Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 20:37:00 -
[303] - Quote
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." |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 20:48:00 -
[304] - Quote
at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar? |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 20:51:00 -
[305] - Quote
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 ? |
Iron Wolf Saber
Den of Swords
11062
|
Posted - 2013.12.05 20:53:00 -
[306] - Quote
BMSTUBBY wrote:Iron Wolf Saber wrote:Ryder Azorria wrote: 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.
What do you know? The numbers I had where slightly out of date than the one CCP Logibro posted, namely it didn't have the officer level forge guns and a few other numbers. Good thing I did not post it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Infantry Armoring =// Unlocked
|
Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 20:56:00 -
[307] - Quote
Pisidon Gmen wrote:at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar?
You are also forgetting about how unbalanced AV was in relation to other vehicles with the exception of tanks. Before Uprising all swarms killed dropships, no matter if it was militia or not, nor how much sp was invested. Swarms are not only intended for dropships, but for HAV's and LAV's too! And from what I understand any other future vehicle that will be coming out as well. If you are on the receiving end of advance and proto swarms using a well fitted dropship, HAV or LAV I promise you will think different to going against them. You are forced to flee no matter what. There is no room for engagement when roughly 1 million isk and easily over 5 million skill points are invested in one type of vehicle alone. Your lock on being placed in a reasonable zone, which allows any vehicle to engage you places it at fair game, giving enjoyment for all parties and no longer a one sided story.
|
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:01:00 -
[308] - Quote
Hunter Junko wrote: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. might i remind AV operators that lock on range and missile range are two different things completely. you can now only lock on to a dropship at 175 meters, but the distance covered by your missiles will be the same 400 meters. thank you and have nice day, -Hunter
can i remind u that gunners on drop ships can hit the ground out of range and will b out of range of lock on so fast after 1 swarms hits them |
Slag Emberforge
Immortal Retribution
196
|
Posted - 2013.12.05 21:01:00 -
[309] - Quote
Swarms needed to be nerfed, I just think it needed a change more in mechanics than mathmatics.
Anything fire and forget should be low damage, but ATM we don't exactly have that many other options.
A bit disgruntled by the stealth FG need they slipped in way after every other V/AV changes were announced. |
IAmDuncanIdaho II
R 0 N 1 N
185
|
Posted - 2013.12.05 21:07:00 -
[310] - 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) |
|
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:13:00 -
[311] - Quote
Gabriella Grey wrote:Pisidon Gmen wrote:at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar? You are also forgetting about how unbalanced AV was in relation to other vehicles with the exception of tanks. Before Uprising all swarms killed dropships, no matter if it was militia or not, nor how much sp was invested. Swarms are not only intended for dropships, but for HAV's and LAV's too! And from what I understand any other future vehicle that will be coming out as well. If you are on the receiving end of advance and proto swarms using a well fitted dropship, HAV or LAV I promise you will think different to going against them. You are forced to flee no matter what. There is no room for engagement when roughly 1 million isk and easily over 5 million skill points are invested in one type of vehicle alone. Your lock on being placed in a reasonable zone, which allows any vehicle to engage you places it at fair game, giving enjoyment for all parties and no longer a one sided story.
well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp |
Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 21:17:00 -
[312] - Quote
Quote:well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp
Just watch the videos on the links in my previous message. You should understand it better. |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:45:00 -
[313] - Quote
Gabriella Grey wrote:Quote:well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp Just watch the videos on the links in my previous message. You should understand it better.
i did watch the videos and now i say to you watch them with this in mind the video where he kills his friend after he is swarmed how much damage dose he take from any 1 swarm? it did less then 1/4 damage to his shield. it was 3 swarms that made him run rendering issue caused them to be invisible, and it is not the swarms that kill him he hits the ground when he dies this video also shows how a assault drop ship can shoot down on an insulation or tank where they can not return fire part of it is a rendering issue not problem with swarms range or damage watch when he goes up to avoid swarms as 4 the range of them on maps look at how little of the map ware a tank can be that is in lock on range with slow reload time and clip size there is no way to kill a high hp tank / drop ship as 4 the FG its not that easy to hit a moving target with it you cant look at it from just the drop ship pilot view you have to see the swarm launcher view too i am looking at the changes from both sides 1 side will get a re-speck of skill pts 1 side wont and remember it is not just range but a damage nurff too to the av guys |
Levet Darasuum
Poetic Exiles
16
|
Posted - 2013.12.05 22:07:00 -
[314] - Quote
Decent patch *casual head nod*
Poetic Exiles || CEO
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The-Errorist
Closed For Business For All Mankind
364
|
Posted - 2013.12.05 23:36:00 -
[315] - Quote
As for the other un-answered questions in this thread, there's this. |
Glass Zeraki
The Phoenix Federation
0
|
Posted - 2013.12.06 01:42:00 -
[316] - Quote
Great looking patch CCP! Although in my opinion, the shield extender stacking penalty isn't needed, and I'm an armor fit. The nerf to swarms caught me by surprise too, imo they were next to useless before, now I might as well delete my AV fit because I won't be using my advanced swarms anymore lol. I'm liking the FG nerf, seems reasonable.
Something just occured to me however: if turrets have finite ammo and will need to eventually get more ammo from a supply depot, couldn't you just destroy the supply depot? That would limit the tanker's ability to massacre infantry at least.
Also, I forsee players destroying the supply depot(s) at the start of matches, like how everybody destroys the useless turret installations now.
Overall though I'm looking forward to the 10th! |
Lowkiie
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2013.12.06 04:17:00 -
[317] - Quote
Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. |
dustwaffle
Xer Cloud Consortium
717
|
Posted - 2013.12.06 05:53:00 -
[318] - Quote
Nice patch notes!
Although the shield extender nerf is a bit meh...
Funny how Dust OP cycle follows the EVE cycle in its infancy: Caldari were king of the hill at the start of both games. Caldari went through repeated nerfs, both direct and indirect. Gallente becomes the new OP
My prediction? Train up those Minmatar skills, be first in the line for the nano era, and you can say "I was using Minmatar back before they were cool".
After that will be Amarr
Finally after 8 years the OP swings back to Caldari.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:16:00 -
[319] - Quote
The-Errorist wrote:Shokhann Echo wrote:still no vehicle lock huh... They added a timer and you can remove your turrets. Timer =/= lock
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:20:00 -
[320] - 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. Or, you know, you could stop trying to solo tanks with MLT swarms and Hacked EX-0 AV grenades.
I love how all you people complain that chasing away a tank isn't good enough. You clearly have never been in a PC.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:32:00 -
[321] - Quote
BARDAS wrote:I see nothing to entice me back into giving this game another shot. Completely weak sauce CCP. This isn't me me me. They've pushed back the vehicle balance multiple times. It's about time it's finally coming out. Quit your whining, and if you really don't like it that much, stop bothering.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:34:00 -
[322] - Quote
DeeJay One wrote: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)
Yeah okay, everything melts armor incredibly fast.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:34:00 -
[323] - Quote
TERMINALANCE wrote: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 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?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Fristname Family name
The New Age Outlaws WINMATAR.
30
|
Posted - 2013.12.06 06:48:00 -
[324] - Quote
The forge gun nerf isnt that bad its ment to be a heavy wepon which means it should do heavy damage and im surprised nobody is compalining about the ar not being nerfed. The ar does more damage than a damm gattaling gun! Ccp the fire rate increase doesnt do s#! T all to help us kill. Give the hmg a buff by at least 15% because people with an assualt rifle see us duck around a corner after they see our hmg and just walk out and tear us apart in 4 seconds. The sentinal needs to lose then feedback damage reduction and to have a 5% incress to armour plate and repair effincy. Also a proto gallente logi has 5 low slots the proto sentinal has 4 at least give it 2 high and 4 low.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.06 06:56:00 -
[325] - Quote
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
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.06 07:18:00 -
[326] - Quote
Fristname Family name wrote:The forge gun nerf isnt that bad its ment to be a heavy wepon which means it should do heavy damage and im surprised nobody is compalining about the ar not being nerfed. The ar does more damage than a damm gattaling gun! Ccp the fire rate increase doesnt do s#! T all to help us kill. Give the hmg a buff by at least 15% because people with an assualt rifle see us duck around a corner after they see our hmg and just walk out and tear us apart in 4 seconds. The sentinal needs to lose then feedback damage reduction and to have a 5% incress to armour plate and repair effincy. Also a proto gallente logi has 5 low slots the proto sentinal has 4 at least give it 2 high and 4 low.
I so agree all AR are too high dps but that has been a complainant 4 a long time now there are sever threads on it including 1 I started
in all fairness there are several rapid fire weapons that do too much dps the 2 biggest are the scrambler (anything) and all AR. Also I fear that the new weapons to be released will be as bad. With the avg non proto suit having 600 hp or less any thing doing more then 400 dps with out proficiency or damage mods on it is op after adding damage mods and proficiency damage increases they do way tooooooo much there are some weapons that do very high damage but these make sense sniper (well its a sniper it should kill in 1 or 2 shots )heaves are hard to kill with a sniper (unless they hold still well u shoot ) FG its meant to kill lav tanks and drop ships (but several players use them to infantry snip from high spots)nurffed do to this swarms have high damage but are unable to target infantry ( being nurffed in to uselessness ) some people will say the mass driver is op but it is hard to get good with it as a mass driver user i will say i get a lot more ast using then kills it preforms its use well it prevents u from going where the shells land but run up on one and usually you will kill them close range (unless they carry a sidearm) |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.06 07:25:00 -
[327] - Quote
Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead.
well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches |
IAmDuncanIdaho II
R 0 N 1 N
186
|
Posted - 2013.12.06 09:13:00 -
[328] - 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. |
Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.06 09:19:00 -
[329] - Quote
Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches
Yeah, Don't "cater to the crybabys", leave KB/M alone. People who use KB/M know there's really no aim assist with it unlike the DS3. Those saying there is should really "Stop with the smoke and mirrors". A variable "dots per second" on the fly mouse is not aim assist. With CCP implementing separate hip fire and ADS sensitivities in a 0 - 100 gradient, rather than 0 -10, that variable DPS can be left alone if a player wants to adjust the in game settings instead.
Too many people still don't seem to understand that Dust isn't anywhere near complete.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
59
|
Posted - 2013.12.06 10:05:00 -
[330] - Quote
Very excited to finally get my minmatar rifle but of course CCP decides that giving me a piece of happiness they should mix in some dog crap for flavor. A Shield Recharge penalty? How the freak you expect me to survive in this low TTK environment? I am full Minnie Assault too. I got only 2 low slots yo. Shields go down like butter and shield regulators and rechargers are pointless for quite sometime anyway due to TTK. I already got to evade for a huge time while being shot at and that's if im lucky to get away. Speed doesn't help when Aim Assist and Hit detection doing the Batman and Robin combo on me. Even im not sure what i should feel like , i am happy but mortified at the same time.
With that said. Its been fun playing with you fellow dust players. I'll try my combat rifle for a bit and probably rage quit somewhere along the way. I will see you guys next patch or hot-fix that doesn't nerf shields.
Trust in the Rust!
7-Time Mass Driver World Champion
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
9
|
Posted - 2013.12.06 10:48:00 -
[331] - Quote
Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches
Making the Academy only 1500 WP before getting out was a really, really, really stupid move. It needs to go back to, what was it, 20k WP to get out? Also, everything Pisidon said. You either need to remove KB/M or nerf it so that they have acceleration like a controller. I can't tell you how many times I've been killed due to someone strafing left and right really fast with a keyboard and I can't do **** about it. I certainly can't move that fast with a controller.
I also think that the AR, all ARs, need to be nerfed. I've been killed by militia/standard blueprint ARs while wearing proto gear as if I were wearing militia with all my skills at zero. They were using said strafing bullshit to kill me. Also, the range on the AR severely out classes a Scrambler Rifle.
It's ridiculous that you're adding more things, refuse to/are unable to/are just stupid to fix the things the community are actually saying needs to be fixed and that you think it's alright to throw newbs into the game right when they start. Oh yeah, no multi-squad sync in the FW update? Hello teamkilling fucktards. I will be staying out of FW for a good while. All it takes is one teamkiller to destroy any team. |
Xaviah Reaper
Nyain San Renegade Alliance
186
|
Posted - 2013.12.06 14:14:00 -
[332] - Quote
Awesome Pantaloons wrote:... Wait, what do you mean "numbers on forge guns"? ffs... You didn't seriously **** with my forges did you? :( Is it at least viable?? Or did I waste millions of SP on forges? I knew the nerf hammer would come down on the most perfect weapon in the game eventually but damn... the time hs finally come.
well i wasted millions of sp on dropships and you ass hats blew them to pieces. eye for an eye
Best game with a Python: 33 kills 1 death - Domination
|
Xaviah Reaper
Nyain San Renegade Alliance
186
|
Posted - 2013.12.06 14:37:00 -
[333] - Quote
For loyalty point stores, can we physically leave our merc quarters and visit them? please? Im suffocating in my prison ..
Best game with a Python: 33 kills 1 death - Domination
|
Atiim
Living Like Larry Schwag
1634
|
Posted - 2013.12.06 14:45:00 -
[334] - Quote
Spkr4theDead wrote:TERMINALANCE wrote: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 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? DOUBLE STANDARDS!
My Very First Thread About Tanks
-HAND
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
28
|
Posted - 2013.12.06 14:52:00 -
[335] - Quote
Davy Headhunter wrote:
Will at least be skills to reduce the charge time???
pretty sure there already was one.
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
28
|
Posted - 2013.12.06 15:14:00 -
[336] - Quote
Fristname Family name wrote:The forge gun nerf isnt that bad its ment to be a heavy wepon which means it should do heavy damage and im surprised nobody is compalining about the ar not being nerfed. The ar does more damage than a damm gattaling gun! Ccp the fire rate increase doesnt do s#! T all to help us kill. Give the hmg a buff by at least 15% because people with an assualt rifle see us duck around a corner after they see our hmg and just walk out and tear us apart in 4 seconds. The sentinal needs to lose then feedback damage reduction and to have a 5% incress to armour plate and repair effincy. Also a proto gallente logi has 5 low slots the proto sentinal has 4 at least give it 2 high and 4 low.
Heavies also have higher base shields and armor
|
lee corwood
Sebiestor Field Sappers Minmatar Republic
4
|
Posted - 2013.12.06 17:45:00 -
[337] - Quote
Nirwanda Vaughns wrote:R.I.P swarms faster vehicles and lower lock range make them pretty pointless. any half decent tanker/DS user with nitro and/or AB used to just run away after 1 or 2 hits even at 400m. now we're gonan get one shot off and thats about it. on my proto swarms i have 3 x damage mod and prof 2 and it used to take 3-5 swarms to take a tank down. with lower damage and less lock time its going to be almost impossible to hit anything enough to actually kill them. tbh the change to swarms needs to be one or the other but i'd rather have a better lock range than the damage because at least then u have more time to actually lock on and fire. a DS can AB out of range before a 2nd or 3rd shot as it is now and yet ccp are considering increasing the ceiling too. AV'ers have been pretty much shafted. i know tanks were a bit paper thin before but thats due to fitting. i knwo several tankers in my corp who can survive swarms, forges and OBs pretty easily
Same. I've got 3 damage mods and prof 1. Even the good tanks could out run my Wiyrkomi specialist Swarm Launcher before they died. I almost never killed DS before. I was ok with the reduced damage, but the reduced range basically made it a throw away weapon. You're basically asking me to stand right in front of a tank turret at this range.
I'm sorry, but you've ruined the emperor's groove.
|
Her Nibs
Pradox One Proficiency V.
88
|
Posted - 2013.12.06 18:02:00 -
[338] - Quote
DUST Fiend wrote:No changes to the strongest AV option, but nerfs to the rest?
R e a d i t a l l Reduced AV grenade damage (Standard: 1050 to 725; Advanced: 1260 to 870; Prototype: 1470 to 1015). Reduced Swarm Launcher damage (330 to 220).
I am crying in my bowl of cherrios right now...but there is always the rail rifle.
My passion for explosions is only preceded by my love for Canadian bacon, beer, and maple syrup
|
Spkr4theDead
Red Star. EoN.
1436
|
Posted - 2013.12.06 18:36:00 -
[339] - 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 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.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
|
Dudeguy94 Hal
6
|
Posted - 2013.12.06 21:14:00 -
[340] - Quote
lee corwood wrote:Nirwanda Vaughns wrote:R.I.P swarms faster vehicles and lower lock range make them pretty pointless. any half decent tanker/DS user with nitro and/or AB used to just run away after 1 or 2 hits even at 400m. now we're gonan get one shot off and thats about it. on my proto swarms i have 3 x damage mod and prof 2 and it used to take 3-5 swarms to take a tank down. with lower damage and less lock time its going to be almost impossible to hit anything enough to actually kill them. tbh the change to swarms needs to be one or the other but i'd rather have a better lock range than the damage because at least then u have more time to actually lock on and fire. a DS can AB out of range before a 2nd or 3rd shot as it is now and yet ccp are considering increasing the ceiling too. AV'ers have been pretty much shafted. i know tanks were a bit paper thin before but thats due to fitting. i knwo several tankers in my corp who can survive swarms, forges and OBs pretty easily Same. I've got 3 damage mods and prof 1. Even the good tanks could out run my Wiyrkomi specialist Swarm Launcher before they died. I almost never killed DS before. I was ok with the reduced damage, but the reduced range basically made it a throw away weapon. You're basically asking me to stand right in front of a tank turret at this range. OR you could squad up and attack it from more than one spot, trap it and leave it overwhelmed desperately tying to escape to a supply depot to reload.
Lick a Lizard.
|
|
nor asha
Turbo Bros inc.
57
|
Posted - 2013.12.06 22:38:00 -
[341] - 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
two breach forge guns will kill any tank in 2 hits...
|
trollsroyce
Ametat Security Amarr Empire
663
|
Posted - 2013.12.06 23:57:00 -
[342] - Quote
Excellent
|
Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.07 01:44:00 -
[343] - Quote
Rami Hamilo wrote:Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches Making the Academy only 1500 WP before getting out was a really, really, really stupid move. It needs to go back to, what was it, 20k WP to get out? Also, everything Pisidon said. You either need to remove KB/M or nerf it so that they have acceleration like a controller. I can't tell you how many times I've been killed due to someone strafing left and right really fast with a keyboard and I can't do **** about it. I certainly can't move that fast with a controller. I also think that the AR, all ARs, need to be nerfed. I've been killed by militia/standard blueprint ARs while wearing proto gear as if I were wearing militia with all my skills at zero. They were using said strafing bullshit to kill me. Also, the range on the AR severely out classes a Scrambler Rifle. It's ridiculous that you're adding more things, refuse to/are unable to/are just stupid to fix the things the community are actually saying needs to be fixed and that you think it's alright to throw newbs into the game right when they start. Oh yeah, no multi-squad sync in the FW update? Hello teamkilling fucktards. I will be staying out of FW for a good while. All it takes is one teamkiller to destroy any team.
Funny. I can strafe just as fast on the DS3 as I can with the keyboard.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.07 01:47:00 -
[344] - Quote
Spkr4theDead wrote: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 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.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
Viktor Vikrizi
The Corporate Raiders Top Men.
46
|
Posted - 2013.12.07 02:10:00 -
[345] - Quote
No new equipment.. dang
"This is war. You never want to fight fair. You want to sneak up behind your enemy and club him over the head."
|
Benjamin Ciscko
The Generals General Tso's Alliance
277
|
Posted - 2013.12.07 02:43:00 -
[346] - Quote
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 [/quote] 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.[/quote]
If infantry shouldn't be able to solo vehicles, then vehicles shouldn't operate effectively with a solo pilot. It's called balance.[/quote] LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
|
Benjamin Ciscko
The Generals General Tso's Alliance
277
|
Posted - 2013.12.07 02:44:00 -
[347] - Quote
Shijima Kuraimaru wrote:Rami Hamilo wrote:Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches Making the Academy only 1500 WP before getting out was a really, really, really stupid move. It needs to go back to, what was it, 20k WP to get out? Also, everything Pisidon said. You either need to remove KB/M or nerf it so that they have acceleration like a controller. I can't tell you how many times I've been killed due to someone strafing left and right really fast with a keyboard and I can't do **** about it. I certainly can't move that fast with a controller. I also think that the AR, all ARs, need to be nerfed. I've been killed by militia/standard blueprint ARs while wearing proto gear as if I were wearing militia with all my skills at zero. They were using said strafing bullshit to kill me. Also, the range on the AR severely out classes a Scrambler Rifle. It's ridiculous that you're adding more things, refuse to/are unable to/are just stupid to fix the things the community are actually saying needs to be fixed and that you think it's alright to throw newbs into the game right when they start. Oh yeah, no multi-squad sync in the FW update? Hello teamkilling fucktards. I will be staying out of FW for a good while. All it takes is one teamkiller to destroy any team. Funny. I can strafe just as fast on the DS3 as I can with the keyboard. Come again?
Vehicle rework scheduled for 1.5.... 1.6.... 1.7........
Tanker/Logi
Wait until AV feels the pain vehicle users have
|
MICKY KNOCKS
The dyst0pian Corporation Zero-Day
130
|
Posted - 2013.12.07 05:01:00 -
[348] - Quote
I should have never spec'd into the swarm launcher. I have invested it to lev 4 proficiency, lev 3 rapid reload, and lev 2 ammo capacity. What a waste of ALOT of SP. It is vehicle lock on only, now it can't even do any damage to the vehicle it has locked onto, or probably never will lock onto, because it has to be within 175 meters. This means a dropship can hover at 180 meters and never have to worry about a Swarm launcher, but a merc that is wasting enemy infantry with a forge gun can look up and smoke it, then continue killing anything without having to lock on. I really took a chance when I chose the Swarm launcher because I thought for sure it would be at least deadly against vehicles, where as the Forge Gun was destined to be nerfed. I understand that it shouldn't be able to take down 10K HP tanks easily, but at least with 20 shots of 6 missiles per shot it should be a kill. I mean come on guys. Everything else looks good on the update, but this was a huge mistake. You need to introduce officer weapons to the Swarm launcher family to make up for this at least.
1st Commander/Director.The Dyst0pian Corporation
Public Channel: Dyst0pian Discourse
|
Skidd McMarx
DUST University Ivy League
9
|
Posted - 2013.12.07 05:02:00 -
[349] - Quote
I am...... not dissapointed |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
400
|
Posted - 2013.12.07 06:00:00 -
[350] - Quote
I guess it was only a matter of time for you to ruin the FG. Now there is no reason for me to play a heavy at all. Are you guys going to finally give me a respec for my heavy suit since you have turned both heavy weapons into nerf blasters? O wait i already know you dont give a dam. That is quite ok you will see me and many people put out money where our mouth is on this. Straight back into our wallet. You can rest assured if you pull my BPO's I will pitch a fit. |
|
Thurak1
Psygod9 D.E.F.I.A.N.C.E
400
|
Posted - 2013.12.07 06:12:00 -
[351] - Quote
/em Shakes fist at CCP. What are you doing to heavies!!! I thought heavies were supposed to be able to withstand concentrated small arms fire? If that is so why can a AR almost any AR rip me to shreds in 2 seconds or less? Now your nerfing my FG after making my HMG nearly useless past 30 meters. What is wrong with you guys?! So to shoot i have to charge up for 4 seconds or more and hope i dont get wasted in the man time and i will do less damage if i hit the target on top of all that. Now its going to take a lot of teamwork to take out just 1 tank. O ya thats just great. So what happens if the enemy deploys 6 tanks (which i have seen on several occasions) what then? it takes the entire team running AV to bust the tanks?
Starting to wish i could demand my time back i have spent playing this game with how badly it is getting ruined. You all might as well just post it and tell people play logi or assault nothing else is ever going to be worth playing. |
GENERAL FCF
Sentinels of New Eden
20
|
Posted - 2013.12.07 08:19:00 -
[352] - Quote
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. |
IAmDuncanIdaho II
R 0 N 1 N
191
|
Posted - 2013.12.07 09:10:00 -
[353] - 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. |
Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
10
|
Posted - 2013.12.07 13:12:00 -
[354] - Quote
Shijima Kuraimaru wrote:Rami Hamilo wrote:Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches Making the Academy only 1500 WP before getting out was a really, really, really stupid move. It needs to go back to, what was it, 20k WP to get out? Also, everything Pisidon said. You either need to remove KB/M or nerf it so that they have acceleration like a controller. I can't tell you how many times I've been killed due to someone strafing left and right really fast with a keyboard and I can't do **** about it. I certainly can't move that fast with a controller. I also think that the AR, all ARs, need to be nerfed. I've been killed by militia/standard blueprint ARs while wearing proto gear as if I were wearing militia with all my skills at zero. They were using said strafing bullshit to kill me. Also, the range on the AR severely out classes a Scrambler Rifle. It's ridiculous that you're adding more things, refuse to/are unable to/are just stupid to fix the things the community are actually saying needs to be fixed and that you think it's alright to throw newbs into the game right when they start. Oh yeah, no multi-squad sync in the FW update? Hello teamkilling fucktards. I will be staying out of FW for a good while. All it takes is one teamkiller to destroy any team. Funny. I can strafe just as fast on the DS3 as I can with the keyboard.
Lol, I've changed my sensitivity and I still can't strafe like keyboards can. It's unfair to allow both controller and KB/M. It's one or the other. |
Spkr4theDead
Red Star. EoN.
1443
|
Posted - 2013.12.07 20:43:00 -
[355] - Quote
Thurak1 wrote:/em Shakes fist at CCP. What are you doing to heavies!!! I thought heavies were supposed to be able to withstand concentrated small arms fire? If that is so why can a AR almost any AR rip me to shreds in 2 seconds or less? Now your nerfing my FG after making my HMG nearly useless past 30 meters. What is wrong with you guys?! So to shoot i have to charge up for 4 seconds or more and hope i dont get wasted in the man time and i will do less damage if i hit the target on top of all that. Now its going to take a lot of teamwork to take out just 1 tank. O ya thats just great. So what happens if the enemy deploys 6 tanks (which i have seen on several occasions) what then? it takes the entire team running AV to bust the tanks?
Starting to wish i could demand my time back i have spent playing this game with how badly it is getting ruined. You all might as well just post it and tell people play logi or assault nothing else is ever going to be worth playing. No, you get a small squad of 3 people with brains to destroy each tank. All you infantry make it sound far worse than anything supposed problem that exists by requiring different people to destroy each tank. Just use the same people.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
|
Spkr4theDead
Red Star. EoN.
1443
|
Posted - 2013.12.07 20:45:00 -
[356] - 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 If you need a full squad of 6 to take out one tank, you're doing it horribly wrong, and the problem isn't with the tank or its pilot.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1443
|
Posted - 2013.12.07 20:45:00 -
[357] - Quote
Atiim wrote:Spkr4theDead wrote:TERMINALANCE wrote: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 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? DOUBLE STANDARDS! Infantry are the ones that live by double standards.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Blood Immortal
Ametat Security Amarr Empire
8
|
Posted - 2013.12.07 20:55:00 -
[358] - Quote
Shield stacking penalty? Hopefully this is the first implementation of all penalties. Armour should have been first or better yet do both at the same time, you hit the weaker of the two first. Not good, otherwise looks like a good update.
Thanks |
Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.07 21:02:00 -
[359] - Quote
Spkr4theDead wrote:Thurak1 wrote:/em Shakes fist at CCP. What are you doing to heavies!!! I thought heavies were supposed to be able to withstand concentrated small arms fire? If that is so why can a AR almost any AR rip me to shreds in 2 seconds or less? Now your nerfing my FG after making my HMG nearly useless past 30 meters. What is wrong with you guys?! So to shoot i have to charge up for 4 seconds or more and hope i dont get wasted in the man time and i will do less damage if i hit the target on top of all that. Now its going to take a lot of teamwork to take out just 1 tank. O ya thats just great. So what happens if the enemy deploys 6 tanks (which i have seen on several occasions) what then? it takes the entire team running AV to bust the tanks?
Starting to wish i could demand my time back i have spent playing this game with how badly it is getting ruined. You all might as well just post it and tell people play logi or assault nothing else is ever going to be worth playing. No, you get a small squad of 3 people with brains to destroy each tank. All you infantry make it sound far worse than anything supposed problem that exists by requiring different people to destroy each tank. Just use the same people.
I can see requiring three mercs to take out a HAV if it requires a full crew of three to operate a HAV.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
warravens League of Infamy
389
|
Posted - 2013.12.07 21:04:00 -
[360] - Quote
Rami Hamilo wrote:Shijima Kuraimaru wrote:Rami Hamilo wrote:Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches Making the Academy only 1500 WP before getting out was a really, really, really stupid move. It needs to go back to, what was it, 20k WP to get out? Also, everything Pisidon said. You either need to remove KB/M or nerf it so that they have acceleration like a controller. I can't tell you how many times I've been killed due to someone strafing left and right really fast with a keyboard and I can't do **** about it. I certainly can't move that fast with a controller. I also think that the AR, all ARs, need to be nerfed. I've been killed by militia/standard blueprint ARs while wearing proto gear as if I were wearing militia with all my skills at zero. They were using said strafing bullshit to kill me. Also, the range on the AR severely out classes a Scrambler Rifle. It's ridiculous that you're adding more things, refuse to/are unable to/are just stupid to fix the things the community are actually saying needs to be fixed and that you think it's alright to throw newbs into the game right when they start. Oh yeah, no multi-squad sync in the FW update? Hello teamkilling fucktards. I will be staying out of FW for a good while. All it takes is one teamkiller to destroy any team. Funny. I can strafe just as fast on the DS3 as I can with the keyboard. Lol, I've changed my sensitivity and I still can't strafe like keyboards can. It's unfair to allow both controller and KB/M. It's one or the other.
I don't know where the issue is with your system, or hands. I just tried it again last night and I can still get the same strafe results with my controller as I can with my keyboard.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
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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.
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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?
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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.
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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.
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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
|
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
|
IVIaster LUKE
114
|
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".
|
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?
|
|
DeeJay One
Guardian Solutions DARKSTAR ARMY
139
|
Posted - 2013.12.10 08:24:00 -
[391] - Quote
Ken Shinozaki wrote: Officer? I never heard of those type of forge guns? Are they those rare types or those that require Aurum?
These are rare types obtained as loot in battles. |
dustwaffle
Xer Cloud Consortium
723
|
Posted - 2013.12.10 09:51:00 -
[392] - Quote
DeeJay One wrote:Ken Shinozaki wrote: Officer? I never heard of those type of forge guns? Are they those rare types or those that require Aurum?
These are rare types obtained as loot in battles. It's the ones that have a name prefix e.g.. Gastun's forge gun (can't remember what it's called exactly). The weapons are named after (presumably) NPC 'officers'. While we have no idea whether they're actual NPCs that exist in the game, the naming convention 'officer' comes from EVE, where there are harder 'officer' NPCs which may drop officer gear e.g. Chelm's modified invulnerability field.
The AUR items have a name with quotation marks e.g. 'Burnstalk' laser rifle |
Sam Booty
Valor Coalition Proficiency V.
9
|
Posted - 2013.12.10 11:40:00 -
[393] - Quote
Swarms were never OP because they were hunted down by infantry and were not that efficient. Swarms only have sidearm and grenades to defend themselves.
Now Swarms are officially dead. Might as well remove them from the game. Swarms were one of the best features of this game. They should have been even buffed the range since maps grew bigger in size. There should be an ambush game mode for tanks and drop-ships only. Let them kill each other.
|
ROEG X
Ahrendee Mercenaries EoN.
31
|
Posted - 2013.12.10 12:07:00 -
[394] - Quote
CCP Santa is bringing in my first Christmas gift this holiday season, I got up early to unwrap my new rifle this morning and to test it on the Battlefield. I'm also excited about the fixes to the game. Thank you CCP for the weapons. Time to start using my new rifle. Merry Christmas people, I'm in a jolly mood, new rifles oh yeah !!!! |
Fristname Family name
The New Age Outlaws WINMATAR.
31
|
Posted - 2013.12.10 12:23:00 -
[395] - Quote
Ccp small missile turrent has more blast radius then the large please fix other than that the tanks are perfect I love you ccp. I new santa was real and he brings preasants of new tanks and new guns I love you guys.. also with fw could you make it so if you deal damage or kill a friendly and then kill a enemy or get a assist with in 5 secounds it doesnt count because blueberries tend to run into granades or stand where they shouldnt be. This would eliminat3 alot of complantes about being kicked due to stupid blueberries.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
|
WiLDWiLLiE04
Black Phoenix Mercenaries
0
|
Posted - 2013.12.10 12:24:00 -
[396] - Quote
1.7 what a load of shite , pure crap roll on planetside 2
|
Rolland Star
The Corporate Raiders Top Men.
0
|
Posted - 2013.12.10 12:55:00 -
[397] - Quote
this patch needs a hotfix I got kicked out of a factional contract and I was driving my sica tank to my destination before I could do anything I was kicked cause a team mate I squatted with prior to starting the map decided to shoot some one and kick me for his blunder but none the less good patch |
DusterBuster
Ikomari-Onu Enforcement Caldari State
331
|
Posted - 2013.12.10 14:09:00 -
[398] - Quote
Quote:You can now delete or mark all mail as read in the currently selected mailbox with a single operation. I love you forever! |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 16:20:00 -
[399] - Quote
really you nerfed avs and avs weapons... Like a madruga tank wasn't hard enough to kill already. Plus you made the shield tank weaker by removing some of its mods... like really wtf and you removed the logistic lav the only car that could stand up to turrets avs and tanks long enough to get away... clearly you favoring the certain people... |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 16:28:00 -
[400] - Quote
really you nerfed avs and avs weapons... Like a madruga tank wasn't hard enough to kill already. Plus you made the shield tank weaker by removing some of its mods... like really wtf and you removed the logistic lav the only car that could stand up to turrets avs and tanks long enough to get away... clearly you favoring the certain people... |
|
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 16:36:00 -
[401] - Quote
really you nerfed avs and avs weapons... Like a madruga tank wasn't hard enough to kill already. Plus you made the shield tank weaker by removing some of its mods... like really wtf and you removed the logistic lav the only car that could stand up to turrets avs and tanks long enough to get away... clearly you favoring the certain people... shield recharge rate was already a joke now you nerfed it with extenders. in the last update you all made scrambler rifles, mass drivers and laser rifles way too serious some of them take down 400hp with one hit even with splash damage that is ridiculous. I hope i getting back my sp that i lost for my caldari logistics car now being taken out along with some of the shield modules you all took out... |
Z9XERO
C0NTRA UNIT
5
|
Posted - 2013.12.10 16:38:00 -
[402] - Quote
i believe tanks shouldnt have limited ammo but i don't think they should have a bottomless clip reload after firing 70 bullets of a blaster and get rid of cooldown cause its real stupid to have limited ammo and heat build up at the same time might as well do that to the assualt rifle while your at it, |
Z9XERO
C0NTRA UNIT
5
|
Posted - 2013.12.10 17:32:00 -
[403] - Quote
Jakobi Wan wrote: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... AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 17:40:00 -
[404] - Quote
Z9XERO wrote:Jakobi Wan wrote: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... AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal
dude i av a madruga with 9 av grenades straight thats 10000plus damage and it barely took down a third of its armor... |
DeeJay One
Guardian Solutions DARKSTAR ARMY
140
|
Posted - 2013.12.10 17:51:00 -
[405] - Quote
Z9XERO wrote:AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal Well, I had fun chasing a tank with some random squad mate, I had only a CBR so it took us a while to get it, but yay at last you don't shoot a dot on the screen. I'd maybe like 50 meters more on that, but the previous distances were a bit to much. Also in the next game I shoot at a derpship and hit, so all in all IMHO it looks fine. |
lee corwood
The Unholy Legion Of DarkStar DARKSTAR ARMY
11
|
Posted - 2013.12.10 19:00:00 -
[406] - Quote
Dudeguy94 Hal wrote:lee corwood wrote:Nirwanda Vaughns wrote:R.I.P swarms faster vehicles and lower lock range make them pretty pointless. any half decent tanker/DS user with nitro and/or AB used to just run away after 1 or 2 hits even at 400m. now we're gonan get one shot off and thats about it. on my proto swarms i have 3 x damage mod and prof 2 and it used to take 3-5 swarms to take a tank down. with lower damage and less lock time its going to be almost impossible to hit anything enough to actually kill them. tbh the change to swarms needs to be one or the other but i'd rather have a better lock range than the damage because at least then u have more time to actually lock on and fire. a DS can AB out of range before a 2nd or 3rd shot as it is now and yet ccp are considering increasing the ceiling too. AV'ers have been pretty much shafted. i know tanks were a bit paper thin before but thats due to fitting. i knwo several tankers in my corp who can survive swarms, forges and OBs pretty easily Same. I've got 3 damage mods and prof 1. Even the good tanks could out run my Wiyrkomi specialist Swarm Launcher before they died. I almost never killed DS before. I was ok with the reduced damage, but the reduced range basically made it a throw away weapon. You're basically asking me to stand right in front of a tank turret at this range. OR you could squad up and attack it from more than one spot, trap it and leave it overwhelmed desperately tying to escape to a supply depot to reload.
This was something I talked about in another post. I see a lot more people going through the trouble of taking out supply depots first and foremost now to deprive the vehicles. Having to return all the way to your home spawn point to reload is going to hurt some people. And some of those supply depots are even reachable. Well...they were.
Pure Logi
|
IAmDuncanIdaho II
R 0 N 1 N
197
|
Posted - 2013.12.10 19:04:00 -
[407] - Quote
Awwww you list the mercs in channels in correct alphabetical order now. Awesome, thanks! |
Protector Peace
SVER True Blood Public Disorder.
0
|
Posted - 2013.12.10 20:30:00 -
[408] - Quote
All these new updates are cool but wth was with the shield Nerf? when Armor is over 900+
Why Fear Death? When I'm standing right here.
|
DeeJay One
Guardian Solutions DARKSTAR ARMY
141
|
Posted - 2013.12.10 20:31:00 -
[409] - Quote
Protector Peace wrote:All these new updates are cool but wth was with the shield Nerf? when Armor is over 900+ The combat and rail rifles go through armour like a knife through warm butter ;) |
Protector Peace
SVER True Blood Public Disorder.
0
|
Posted - 2013.12.10 20:33:00 -
[410] - Quote
DeeJay One wrote:Protector Peace wrote:All these new updates are cool but wth was with the shield Nerf? when Armor is over 900+ The combat and rail rifles go through armour like a knife through warm butter ;)
Understood but that don't explain why they Nerf the shields first?
Why Fear Death? When I'm standing right here.
|
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Theresa Rohk
The Cuddlefish Templis Dragonaors
45
|
Posted - 2013.12.10 20:49:00 -
[411] - Quote
Anywhere to find the information on how the existing rifle ranges were changed in 1.7? The image the dev posted has some numbers darkened, but doesn't say what that means, in context of the original values?
Any ideas? |
Sjach Ixven Kothar
Conspiratus Immortalis Covert Intervention
5
|
Posted - 2013.12.10 21:05:00 -
[412] - Quote
Wiyrkomi specialist Swarm Launcher is now a useless turd. i spent a lot of Sp on this weapon i have proficiency 5, ammo cap 5, and reload speed 5, so essentially i maxed the skill for this weapon and now its useless.
on my primary Swarm lancher class i use 2 complex light weapon damage mods with this weapon and yet it takes 3 swarms to destroy a turret installation, every swarm when carrying max ammo to destroy a ammo depot. and this is just the effects with just the damage nerf. throw on top of that the drastic range reduction by about 52% of the previous range for a current range of 48% of the previous so basically cut over half. this meaning that you have to get extremely close to any target to be able to lock on in the first place. and even closer to be effective and get in multiple locks and launches before it can escape.
vehicle that can move now has a extremely high chance of being able to run away and survive so long as it can can survive a single swarm or even a few from a impudent swarm launcher a DS can easily hover out of range and if they have a CRU on-board can drop reinforcements on top of you or even blast you and your squad into bloody pieces with on-board weaponry if there are no other Forge gunners in the area.
and to any one who might ask me if the swarm was worth skilling into, to them i would say no its worthless use something else like maybe the plasma cannon its more effective. |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 21:46:00 -
[413] - Quote
loyalty points and market is so much mess.... 1 game for to get lp that is equivalent to only buy you 1 rifle and it takes 3 games to get you a dropsuit not to mention you don't make isk and you losing way more suits in one battle than lp you making |
IAmDuncanIdaho II
R 0 N 1 N
197
|
Posted - 2013.12.10 21:52:00 -
[414] - 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. |
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
72
|
Posted - 2013.12.10 22:01:00 -
[415] - Quote
I omni-tank so don't really feel much difference even on my proto which has up to 3 or 4 complex shield extenders.So it isn't all bad since it only effects DEPLETED shield recharge. It is there if you count the seconds its marginal. Even when stacked im only waiting around another second. It can be a death sentence but not as bad as i thought it was going to be. Still trying to compensate by having a high recharge rate but...
i'd still like to get a 3rd low slot for my minmatar assault suit CCP....so i can put a shield regulator for you know. Balance??
Trust in the Rust!
7-Time Matar Mass Driver World Champion
|
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.10 22:25:00 -
[416] - Quote
some hacking an objective and because i called a strike and one of my teammates their i got band wtf... this update is utter bullshit best you cancel the ******* game |
The-Errorist
Closed For Business For All Mankind
380
|
Posted - 2013.12.11 01:01:00 -
[417] - Quote
Sticky explosive should be in there! CCP add to to notes. |
DoomTree's Clone
Onikanabo Brigade Caldari State
0
|
Posted - 2013.12.11 02:01:00 -
[418] - Quote
Caldari's are not geared for armor plates. I don't understand how I'm supposed to play my role as a Caldari logistics of my shields keep getting nerfed and nerfed and nerfed; they weren't even good from the start. Armor has always been on top. I don't get bonuses for trying to stack armor, which is what I have to do to be competitive. I love Dust so much, but it's constantly breaking my heart. |
Edcas
CHACALES
0
|
Posted - 2013.12.11 04:30:00 -
[419] - Quote
No one have noticed the orbital strikes nerfings??
Now they're more hard to make on faction wars,.. Someone have discovered the way to call'em again on faction contracts???? Please tell us!! The new gauss and combat weapons aren't enough!!!!!.... |
Shijima Kuraimaru
WarRavens League of Infamy
399
|
Posted - 2013.12.11 06:10:00 -
[420] - Quote
Edcas wrote:No one have noticed the orbital strikes nerfings?? Now they're more hard to make on faction wars,.. Someone have discovered the way to call'em again on faction contracts???? Please tell us!! The new gauss and combat weapons aren't enough!!!!!....
Tactical strikes have to be earned Eve side now. If no pilots are there to supply them, you don't get any.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
|
GOD ALIYUS
RED-SCORPION - LATINOS Amenaza Inminente
3
|
Posted - 2013.12.11 13:24:00 -
[421] - Quote
The new Dust: only "Tank-¦s vs ship-¦s" just look at the infantry.
RED SCORPION - LATINOS
|
Sam Booty
Valor Coalition Proficiency V.
10
|
Posted - 2013.12.11 13:34:00 -
[422] - Quote
The best they did was remove logistics LAV. There is no reason to have such a fast and armored vehicle. If you want to run people over play GTA 5. There is still a glitch that happened in Dust 1.6 which was when you try to sprint a menu sometimes appears. This is very annoying. Also please fix other bugs before making too many changes such as empty matches, glitches when changing weapons, etc. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
526
|
Posted - 2013.12.11 13:44:00 -
[423] - Quote
IAmDuncanIdaho II wrote: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.
On a Cal Logi, having 5x Complex Extenders on your suit gives you a 12 second depleted delay after fluxing yourself. So it looks to me like it's actually 10% per extender with no stacking penalties applied per each, which is BS since armor penalties don't work that way.
CCP, get your **** together. Shield tankers, esp. Cal Logis, did not need ANOTHER nerf and this is a slap in the face. |
Edcas
CHACALES
0
|
Posted - 2013.12.11 15:52:00 -
[424] - Quote
Shijima Kuraimaru wrote:Edcas wrote:No one have noticed the orbital strikes nerfings?? Now they're more hard to make on faction wars,.. Someone have discovered the way to call'em again on faction contracts???? Please tell us!! The new gauss and combat weapons aren't enough!!!!!.... Tactical strikes have to be earned Eve side now. If no pilots are there to supply them, you don't get any.
But in Dust's faction contracts, how they get earned? |
BFT Hawk
Ultramarine Corp
0
|
Posted - 2013.12.11 15:55:00 -
[425] - Quote
Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. |
TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
260
|
Posted - 2013.12.11 18:24:00 -
[426] - Quote
BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. Now it takes a squad to take out a take, want's wrong with that? You want to be RAMBO? Sucks to be you!
Thanks CCP Foxfour
|
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.11 19:45:00 -
[427] - Quote
this update was ****.... everyone just using a ******* tank now because its even faster than what a car used to be. every ******* game is a damn tank battle, and the tanks so quick most time you hit them with a ******* forge gun and if they realise they going and dead they just run away head and come back... fix the ******* vehicles balance ccp because all you did was ****** it up. best you left it how it ******* was fucktards |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.11 20:04:00 -
[428] - Quote
BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too.
I agree its ridiculous now. tanks so fast people using them as cars... i seeing atleast 6 tanks a game. before men use to be up in there tanks on a hill because they fraid to get it destroyed now the all up in your face chasing you... i av tanks forg gunning it while some one rocket launching it and it simply runs away because of its speed heals and comes back. you nerfing shields when a complex extender still less than a basic amor plate. bullshit!!!!!!!!!!!!! |
BFT Hawk
Ultramarine Corp
0
|
Posted - 2013.12.11 20:29:00 -
[429] - Quote
TunRa wrote:BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. Now it takes a squad to take out a take, want's wrong with that? You want to be RAMBO? Sucks to be you!
It already took a squad, where have YOU been? This just makes tanks and all armor more godlike. |
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.11 21:20:00 -
[430] - Quote
BFT Hawk wrote:TunRa wrote:BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. Now it takes a squad to take out a take, want's wrong with that? You want to be RAMBO? Sucks to be you! It already took a squad, where have YOU been? This just makes tanks and all armor more godlike.
its best they rename it tank war 514 |
|
Niru Beinzu
F--K EVERYTHING AND RUN
0
|
Posted - 2013.12.11 21:26:00 -
[431] - Quote
BFT Hawk wrote:TunRa wrote:BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. Now it takes a squad to take out a take, want's wrong with that? You want to be RAMBO? Sucks to be you! It already took a squad, where have YOU been? This just makes tanks and all armor more godlike.
i feel like i'm playing mario cart when i look at how things are now
|
Void Moose
HYDE PARK LYNCH MOB Public Disorder.
0
|
Posted - 2013.12.11 22:53:00 -
[432] - Quote
I totally hear you on this, maybe if they limited a team to having 1 tank deployed at a time that could maybe balance out this new system...... I also spent a fair bit of my SP on AV proto gear and they have totally nerfed AV ...... Last night i was playing and it took 4 dedicated AVer's to even try and strip the tank down to the last bit of health and with the speed increase to tanks its just ******* useless to have AV deployed its a great waste of suits and time which makes u actually lose rounds. Essentially the moment u have a tank on the field on the opposite side they have such a huge adventage and now u have everybody and their mother doing two or three tanks at the same time.
why the hell would u need more than 1 tank to take care of 16 soldiers..... its beyond over kill..... If you had 32 players per side then you could have dedicated AVs and good resistance with out sacrificing your control over the map by chasing a stupid tank for like 5 mins
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.
|
Void Moose
HYDE PARK LYNCH MOB Public Disorder.
0
|
Posted - 2013.12.11 22:59:00 -
[433] - Quote
This i agree with .... the only point i dont is i actually dont mind the empty rounds ...... its a great opportunity to practice flying or driving or exploring the map ....... and most of all LAV racing because its fun.
Sam Booty wrote:The best they did was remove logistics LAV. There is no reason to have such a fast and armored vehicle. If you want to run people over play GTA 5. There is still a glitch that happened in Dust 1.6 which was when you try to sprint a menu sometimes appears. This is very annoying. Also please fix other bugs before making too many changes such as empty matches, glitches when changing weapons, etc.
|
Global Enforcer
SVER True Blood Public Disorder.
37
|
Posted - 2013.12.11 23:11:00 -
[434] - Quote
All I have to say to the shield nerf is wow I go away for a few months cause armour was op and I log on to find my cal Assault has been made even more useles, seriously wtf. I think after this bs another respec is due |
Global Enforcer
SVER True Blood Public Disorder.
37
|
Posted - 2013.12.11 23:14:00 -
[435] - Quote
It's just like what I always say to the corp and my friends when A patch comes out "it's not a question of what's been fixed it's a question what ccp has ****** up in this time" |
Jenova Rhapsodos
Fatal Absolution
12
|
Posted - 2013.12.11 23:56:00 -
[436] - Quote
Global Enforcer wrote:All I have to say to the shield nerf is wow I go away for a few months cause armour was op and I log on to find my cal Assault has been made even more useles, seriously wtf. I think after this bs another respec is due
Armor has been essentially nerfed too, the way that the stacking penalties are applied has changed, so full armor tankers should be much slower now. |
TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
260
|
Posted - 2013.12.12 00:13:00 -
[437] - Quote
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. To bad tanks are now dirt cheap, so only the idiot tankers will QQ about losing their tank.
Thanks CCP Foxfour
|
DoomTree's Clone
Titans of Phoenix
1
|
Posted - 2013.12.12 00:26:00 -
[438] - Quote
Z9XERO wrote:Jakobi Wan wrote: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... AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal do you have a soul?! |
fawkuima juggalo
Eternal Beings
225
|
Posted - 2013.12.12 03:05:00 -
[439] - Quote
test.
Dropship auto leveling and THE SOLUTION
|
Niru Beinzu
F--K EVERYTHING AND RUN
1
|
Posted - 2013.12.12 04:44:00 -
[440] - Quote
Sam Booty wrote:The best they did was remove logistics LAV. There is no reason to have such a fast and armored vehicle. If you want to run people over play GTA 5. There is still a glitch that happened in Dust 1.6 which was when you try to sprint a menu sometimes appears. This is very annoying. Also please fix other bugs before making too many changes such as empty matches, glitches when changing weapons, etc.
The logistics LAV wasn't that fast it a militia vehicle could have kept up with it and it wasn't even invincible either. **** could get killed simple riding over a proximity. don't see what people was bitching about logistic lav, just mean you weren't good enough to compete with it and too much **** that you got ran over. Now we have tanks that are impossible to kill and more than 2 times faster than the logicits lav don't mention when they used to after burner it is ridiculously fast. |
|
NextDark Knight
Hellstorm Inc League of Infamy
103
|
Posted - 2013.12.12 06:21:00 -
[441] - Quote
Seriously.. I <3 the tanks militia tanks right now. They are ridiculously fun, easy to fit, and cost enough that you can buy two in one good game. Still upset we have no data on the Forge Gun Splash reduction, please CCP tell us the real data on why the splash was Nerfed on such a balanced heavy weapon. Anyways,, I think I'm gonna militia tank the rest of this build until things are changed.. which they shouldn't be it's fast paced fun. |
excillon
Nova Corps Marines Ishuk-Raata Enforcement Directive
127
|
Posted - 2013.12.12 11:05:00 -
[442] - Quote
Wow.
Rendered the AR useless now. Thanks CCP. Douchebags. How about respecing those of us who's PRIMARY weapon is dead now. At least if you'd have broken it up so each had an advantage over the other, that would be something. But no, as usual you didn't think thing through all the way.
If you were actually decent human beings with any morals, you'd fix this immediately and give AR users a partial respec, and refund those of us who have BPO's of AR's. But you won't, because as much as you gripe about BPO users, you sure love taking our money.
Again... total douchebags. |
Sam Booty
Valor Coalition Proficiency V.
11
|
Posted - 2013.12.12 12:51:00 -
[443] - Quote
Since CCP removed some of our ability to shoot down tanks, I think they should have compensated with introducing new AV / Infantry weapon. My suggestion is a flame thrower with like 20m range and incendiary ammunition for certain weapons burning also infantry but mostly vehicles with fast direct damage and more slow after damage while burning. What you would avoid stupid tactics such as hit and run with vehicles because you could get burned and even if you run away like a coward you could explode afterwards depending on damage inflected with burning ammunition. Even snipers with burning ammunition. Healing could help stop ongoing damage. Burning damage could also reduce the effectiveness of other modules such as regeneration for some time. |
ruthless killer39
FACTION WARFARE ARMY
0
|
Posted - 2013.12.12 15:56:00 -
[444] - Quote
So now that isk is no longer earned in factional war matches, how is it earned now is my question. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
64
|
Posted - 2013.12.12 17:54:00 -
[445] - Quote
TunRa wrote: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.
Hey, not really dumb suggestions... Greetings, Bundie! I had invested a TON of SP, ISK and module assets into building out my DS vehicle. Like some DS players I studied, I adopted "Stacking Modules" to add muscle to the vehicle and activating them in relay "GOING IN" to the fight, as my method for surviving AV attacks. With 1.7 CCP seems to be making a clear stance that they are counter to my approach for using modules. They've taken away some of the ability to "stack" modules, and given the vehicle more "INATE" muscle that actually makes stacking less necessary. And they expressed they're looking for us to activate individual modules when we're "FLEEING" the fight, as a method to buy time for us to successfully escape.
This attitude has rendered a nice garage-load of modules and assets in my possession (okay, nerfed), but more interestingly some are EXCELLENT and beneficial modules that just can't be purchased in the game anymore as of 12/10. Also interesting is that only SOME of these items were withdrawn and refunded to me....SOME of these assets CCP has let me keep.
So your question and suggestions about what to do with assets you'll no longer be using but still possess... are good ones. The player trading marketplace is the solution I am holding out for. Study your inventories carefully---not ALL of your goodies have been withdrawn and refunded. There will be players out there who'd KILL for 5 copies of the "Varitech-Dublo proximity mine" for an upcoming campaign they are planning.
We'll have to wait and see, Bundie!
|
Atom Heart Mother
Nazionali Senza Filtro
75
|
Posted - 2013.12.12 20:26:00 -
[446] - Quote
The-Errorist wrote: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 Tanks lots 3 slots, swarms used to cover the entire map and all objectives from redzone, armor tanks lost their super repping capability, and vehicles got a relative nerf to PG/CPU. Basically AV needed to be rebalanced because vehicles got rebalanced. Also, complain after you get 1.7 to see if the AV nerf was too much or too little, not before. There's too many changes to really get a feel for if its too much.
I think that vehicles are better now and shouldn't be changed, but the game is now unbalanced due to AV gear been nerfed, as I was saying, av grenades and swarm numbers and stats should be brought back as they were, then the game should work better. I'm talking both as a pilot and AV infantry. |
Scottish Eye
Robbing The Hood Public Disorder.
0
|
Posted - 2013.12.12 22:53:00 -
[447] - Quote
Now calm yourselves before you put a bullet to me yet, but reading through comments, audio, and feedback of many a player it seems lag has become the greatest determining factor in your performance. Of course its obvious to almost everyone that dust has been known to be quite the jar of pickles for lag inducing rage quits. Let us take a trip back to open beta where the graphics were not half bad and render glitch sniping was in its prime just as it is today. Could most of you think back to just some lag spikes and not the constant pain after getting punched in the sack during that time? Now fast forward to tanks that fly in the air and easily catch up to an LAV. Now ever see a tank completely disappear for a few seconds and had already damaged you, but you receive all that damage delayed behind cover. Same goes with dropsuit against dropsuit. Your damage notification has quite the delay mostly near structures of the map have you noticed that pattern? Ever have your own plasma cannon shot hit you in the back firing it while running? Thats new to me.
Honestly 1.7 was like an early Christmas or Chrismahanukwanzakah (whatever gets you through) present wrapped in the nicest bow inside new toys bringing joyous sounds of rata tat tat and rrrrrrnn pew pew pew pew. Your bright happy faces bringing murdery death on the complete opposite of a wintery wonderland now with volcanic ash and stuff. Yet behind the chrismahanukwanzakah ficus tree some poorly wrapped gifts lie in wait. Suddenly thump thump thump and then the warning sound the orbital strikes make came a bit too late. Luckily it wasn't too bad so you dust off the corpse ashes of your team only to soil yourself to a sight of a tank gliding toward you at mach speed. The thing lands like a Miley Cyrus wrecking ball taking the ficus tree with it and not a scratch on it. Gathering your wits as it mows down your team you gracefully chuck every AV grenade like a monkey flinging turds. Looks like its just pissed off when out of the fray a cheap LAV laced with proximity mines galore takes it out like a champ yet barely a dent to itself. Hail of missiles burst at your feet you re soil your suit when a brave teammate wielding a trusty swarm launcher the only weapon that can be used in the event of a target being vehicle or installation gives the dropship a nice tap on the shoulder to let you know hey I'm right here give me a hug of explosives. But all hope is not lost for in the way back of your map the thump thump thump of a militia large rail gun tank saves your soiled pants continues to hug the safety of the red line till three more tanks join in joyous red lineing festivities. While I get in the fetal position clutching a laggy misfiring flaylock pistol I hope you had fun with your rail rifle. |
7 Djin
Duvolle Banks
10
|
Posted - 2013.12.12 23:00:00 -
[448] - Quote
Just a side note: If we don't respect soon, then I am gonna lose both my friends that play this game with me because they both have proto heavies and hmg proficiency 5 and let's be honest who could be happy about how that gun plays right now. Basically they say the game is finished for them.
|
Scottish Eye
Robbing The Hood Public Disorder.
0
|
Posted - 2013.12.12 23:29:00 -
[449] - Quote
7 Djin wrote:
Just a side note: If we don't respect soon, then I am gonna lose both my friends that play this game with me. Basically they say the game is finished for them.
You could think of the 1.7 patch being the update that killed dust a metaphoric nano injector pick up only to shoot you in the face jumping gleefully on your burning corpse. I've lost quite a few Aurum spending associates depending on the patch that will never come back to this even if it gets to the ps4. A skill respec would bring butt loads of cash if you charge us for it. Or CCP could be nice again once before and give us one skill reset per year.
|
medomai grey
warravens League of Infamy
378
|
Posted - 2013.12.13 02:07:00 -
[450] - Quote
Vehicle Rebalancing: + Lower tier tank are able to compete with higher tier tanks. + Vehicle vs. vehicle combat is fun. Vehicles are strong in waves thanks to ammo and active modules. + Vehicles are affordable.
- AV is not able to effectively damage vehicles while they're in their vulnerable state. This has lead to tanks becoming rampant where the only effective counter is another tank. Recomend decreasing tank's acceleration and increasing AV damage. - Optional small turrets does not extend to dropships and LAVs. - If you fit one small turret on a tank in the top turret slot, that turret will be in the forward position instead. - Dropships can see vehicles but tag that mark it as friendly or hostile dont show up unless you fly closer to it.
Weapons: + Remotes are now sticky, allowing for new strategies. Please make more equipment sticky too. [XD] + 2 new weapons!
Faction Warfare: + Friendly fire and LP pay outs instead of ISK make FW diffrent from pub matches. + Loyalty Store is affordable and stocked with products that serve as a incentive to participate in FW. + Removal of warbarge strikes makes mercs depandent on EVE pilots for orbital strikes.
- When EVE pilots communicate in text, mercs on the ground don't get the message because we mercs seldom communicate in text durring battle. Recomend moving the ammo, heat build-up and charge info at the bottom right to the weapon and place a text chat at the bottom right.
Background: + Volcano Mood: Love it. Reminds me of the Caldari prime event and sets the mood that alot of intensive fighting has been happening in the area.
- Caldari Cityscape Terrain Backdrop: If I can't touch it and it dosen't affect the battle in any way, why should I care?
Blatant Dust_514 recruiting in the silliest of places. :P
|
|
Pisidon Gmen
Ivory Vanguard
14
|
Posted - 2013.12.13 04:37:00 -
[451] - Quote
ruthless killer39 wrote:So now that isk is no longer earned in factional war matches, how is it earned now is my question.
play pub match 4 isk this makes players play more of the game not just 1 mode |
Pisidon Gmen
Ivory Vanguard
15
|
Posted - 2013.12.13 04:52:00 -
[452] - Quote
Edcas wrote:Shijima Kuraimaru wrote:Edcas wrote:No one have noticed the orbital strikes nerfings?? Now they're more hard to make on faction wars,.. Someone have discovered the way to call'em again on faction contracts???? Please tell us!! The new gauss and combat weapons aren't enough!!!!!.... Tactical strikes have to be earned Eve side now. If no pilots are there to supply them, you don't get any. But in Dust's faction contracts, how they get earned?
they are not "earned " war pts only have value in sp in factional warfare now it takes an eve pilot in orbit to call it in when a pilot in orbit dose what is needed to get an orbital it will be available to all squad leaders and the eve pilot gets to pick which 1 to drop it on |
Pisidon Gmen
Ivory Vanguard
15
|
Posted - 2013.12.13 04:56:00 -
[453] - Quote
Niru Beinzu wrote:BFT Hawk wrote:Seriously? I guess you want HAVs to dominate even more... You increased their speed and meneuverability all while once again nerfing AV grenades and swarm launchers? And now you're penalizing shield stacking. I run caldari suits with multiple shield extenders, and let me tell you there's enough broken crap in this game as it is. I can run around with 300+ and 200+ armor and still miraculously be killed by 2 shots from a gek13. If I run proto and increase my shield to 500+ it takes 3-4 shots to kill me. Wtf is that? As it's already been said, armor is the problem, and more than that, all the stuff you break every time you "fix" something. Like the unbalanced nature of scrambler rifles, or how any rifle can somehow do over 500hp of damage in 2-3 shots. I maxed out my AR skills a long time ago, and I can't kill anyone that easily. Btw, you think it's easy to get close enough to a fully manned tank and lob enough AV grenades to destroy it? You must, since you nerfed them again. And why do we still have mouse and keyboard on a platform game? I might as well go back to PC games since the people there dumb enough to use controllers will get owned. One of the main reasons people play consoles is to level the playing field, so skill alone can determine the outcome. Thanks for ruining that too. I agree its ridiculous now. tanks so fast people using them as cars... i seeing atleast 6 tanks a game. before men use to be up in there tanks on a hill because they fraid to get it destroyed now the all up in your face chasing you... i av tanks forg gunning it while some one rocket launching it and it simply runs away because of its speed heals and comes back. you nerfing shields when a complex extender still less than a basic amor plate. bullshit!!!!!!!!!!!!!
yes shield nurff was so not needed they don't add enough hp to make a big diff 33 hp is 1 hit from any AR the problem is hp is not high enough 4 the damage of several weapons ccp stop fixing 1 thing and braking 3 more |
Pisidon Gmen
Ivory Vanguard
15
|
Posted - 2013.12.13 05:04:00 -
[454] - Quote
Z9XERO wrote:Jakobi Wan wrote: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... AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal
I am so sick of this team effort crap so meany people keep spitting out
1 av guy in a squad is team effort!!!!!!!!!!! he is av the other guys save him from the other 15 players on the map well he kills the tank keeping his team pined down. More then 1 or may be 2 av guys in 1 squad make 4 a squad that cant defend infantry atts so pull your head out team doesn't mean it takes every one to remove a tank or lav it means that the group is an effective fighting force |
Pisidon Gmen
Ivory Vanguard
15
|
Posted - 2013.12.13 05:22:00 -
[455] - Quote
DeeJay One wrote:Protector Peace wrote:All these new updates are cool but wth was with the shield Nerf? when Armor is over 900+ The combat and rail rifles go through armour like a knife through warm butter ;)
combat has a 10% buff to armor damage and is op as hell with way to high a fire rate the barrel should melt (higher fire rate then sub side arm) rail goes through shields fast but is slower on armor + its very hard to keep on target under continuous fire |
Pisidon Gmen
Ivory Vanguard
15
|
Posted - 2013.12.13 05:26:00 -
[456] - Quote
dustwaffle wrote: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. your fault 4 not reading up on a game or asking players b4 u put all ur sp in to something but AR still are a good all around weapon |
Shijima Kuraimaru
warravens League of Infamy
422
|
Posted - 2013.12.13 11:01:00 -
[457] - Quote
Scottish Eye wrote:Now calm yourselves before you put a bullet to me yet, but reading through comments, audio, and feedback of many a player it seems lag has become the greatest determining factor in your performance. Of course its obvious to almost everyone that dust has been known to be quite the jar of pickles for lag inducing rage quits. Let us take a trip back to open beta where the graphics were not half bad and render glitch sniping was in its prime just as it is today. Could most of you think back to just some lag spikes and not the constant pain after getting punched in the sack during that time? Now fast forward to tanks that fly in the air and easily catch up to an LAV. Now ever see a tank completely disappear for a few seconds and had already damaged you, but you receive all that damage delayed behind cover. Same goes with dropsuit against dropsuit. Your damage notification has quite the delay mostly near structures of the map have you noticed that pattern? Ever have your own plasma cannon shot hit you in the back firing it while running? Thats new to me. Honestly 1.7 was like an early Christmas or Chrismahanukwanzakah (whatever gets you through) present wrapped in the nicest bow inside new toys bringing joyous sounds of rata tat tat and rrrrrrnn pew pew pew pew. Your bright happy faces bringing murdery death on the complete opposite of a wintery wonderland now with volcanic ash and stuff. Yet behind the chrismahanukwanzakah ficus tree some poorly wrapped gifts lie in wait. Suddenly thump thump thump and then the warning sound the orbital strikes make came a bit too late. Luckily it wasn't too bad so you dust off the corpse ashes of your team only to soil yourself to a sight of a tank gliding toward you at mach speed. The thing lands like a Miley Cyrus wrecking ball taking the ficus tree with it and not a scratch on it. Gathering your wits as it mows down your team you gracefully chuck every AV grenade like a monkey flinging turds. Looks like its just pissed off when out of the fray a cheap LAV laced with proximity mines galore takes it out like a champ yet barely a dent to itself. Hail of missiles burst at your feet you re soil your suit when a brave teammate wielding a trusty swarm launcher the only weapon that can be used in the event of a target being vehicle or installation gives the dropship a nice tap on the shoulder to let you know hey I'm right here give me a hug of explosives. But all hope is not lost for in the way back of your map the thump thump thump of a militia large rail gun tank saves your soiled pants continues to hug the safety of the red line till three more tanks join in joyous red lineing festivities. While I get in the fetal position clutching a laggy misfiring flaylock pistol I hope you had fun with your rail rifle.
BRAVO!
I still can't find tanks on the market. All I see are those HAVs.
|
gamboon
Blauhelme Die Fremdenlegion
9
|
Posted - 2013.12.13 11:20:00 -
[458] - Quote
Vehicle Changes well you know ... been an AVer.. and yeah it was too easy, but that Knight Rider Kit-style, or General Lee style of flying is too much (talking about the speed) otherwise, I got my tactics to destroy everyone and their mother in tanks.. (the typical adaption every eve player should know) since everyone uses their milita versions in almost every match.. Tank Superiority Mode .. who is up for that?
Vulcano Mod Like it alot.. gimme more o'dat shiat! Water to cooldown? Underwaterlogilove?
Weapons pretty nice.. awesomesauce.. railrifle is not my taste but I am having a good time with the CR
Factional Contracts I see big issues here. Standing growth in end of match screen seems to be incorrect. Fluxing mates, planting remote explosives on my own LAV, or even blowing myself up causes a kick/ban which I am not really liking. This is totally unacceptable, since it is myself I am hurting. And my tactic to destroy tanks atm is using remotes, and it can happen to blow oneself up pretty often. Remote Repping as an excuse? To lower that 5000 dmg limit? - nah, certainly a stupid idea. And why no trading? What shall I do with the stuff that I am not able to use? Cmon CCP, lemme at least hand over these HMG to mate who could use them. And while we are at it. I've foreseen this - Faction Amarr Heavy Suit + Faction HMG from the Minmatar .. time for a Heavy Lazzor Gun!!!
Misc seeing HP bars was soooo neccessary.. Thank you for that. But what the hell happened to the nanoinjection? Very often I am not able to revive. TTK is impossibly low. Not liking this .. no not at all.. I see no point in Armor or Shield tanking. Where is the difference? Makes the usage of a Scoutsuit ridiculous.
"I have a very strict gun control policy: if there's a gun around, I want to be in control of it."
- Clint Eastwood
|
Heavy Smurf
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2013.12.13 13:48:00 -
[459] - Quote
So we get new guns guns which seem to have crazy killing power at distance. No nerf to the grenade launcher that fires like a semi-automatic weapon, and the heavies getted nerfed? In smaller and smaller applications is the heavy a useful part of combat. Thanks for nothing. |
Sam Booty
Valor Coalition Proficiency V.
11
|
Posted - 2013.12.13 13:55:00 -
[460] - Quote
Let us all buy tanks to the point where everyone gives up on this game. The last person should close the door and switch off the lights before leaving. |
|
nick ctx
Zumari Force Projection Caldari State
0
|
Posted - 2013.12.13 21:22:00 -
[461] - Quote
I keep getting wasted but keep playing its a bit of fun but one day............... ah **** it wheres me trooper beer |
Dudeguy94 Hal
7
|
Posted - 2013.12.13 21:36:00 -
[462] - Quote
Pisidon Gmen wrote:Z9XERO wrote:Jakobi Wan wrote: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... AV is still effective but it'll be a "Team effort" for example loitering on a tall peak that vacates all cover a tank may have in order to be effective in combat while delivering payload after payload of damage at the expense of a small amount of isk to be lost at death "Yet you respawn any ways " so it shouldn't be a huge deal I am so sick of this team effort crap so meany people keep spitting out 1 av guy in a squad is team effort!!!!!!!!!!! he is av the other guys save him from the other 15 players on the map well he kills the tank keeping his team pined down. More then 1 or may be 2 av guys in 1 squad make 4 a squad that cant defend infantry atts so pull your head out team doesn't mean it takes every one to remove a tank or lav it means that the group is an effective fighting force Supply depo I don't like the idea of a full proto tank costing under 500k and militia costing stupidly low, Maybe raise the price at least so people don't spam tanks like crazy?
Lick a Lizard.
|
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.12.14 18:10:00 -
[463] - Quote
Before the update my Python (Assult dropship) filly fit cost around 700k, after the update it cost around 400k. The difference in price is around 40-45%. From another character I have I remember that my tank cost around 1.4 million. I don't know what the current price of a fully fit tank now but if its between 500-700k then its to under price.
I'm not sure how I feel about the lowed price on the dropships, I mean I like being able to call a dropship every match and not worry about loosing it, but I feel the 40% discount is a little to much.
Tanks are not OP themselves but their speen buff is. A few squad members and I tryed to destroy one tank in a match but because of its speed we could never land a killing blow. |
JP Acuna
war-legends elite
50
|
Posted - 2013.12.14 19:35:00 -
[464] - Quote
But... i like new prices
Before this patch, i never called in my DS and didn't even want to try tanks. Now i'm having fun with them, if prices go up again it's gonna be a shame.
Give it some time. Changes are new, everyone is trying different stuff, vehicles, weapons, tactics... In time they'll realize that you can't win a match with tanks only (except for ambush).
Well, maybe AV is underpowered, though dropships are more viable this way...
Prices are fine IMO. |
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.12.15 00:30:00 -
[465] - Quote
I think CCP changed the AV weapon targets.
swarm launcher are to mainly be used against Dropships and are almost useless against tanks. Forge guns and proximity remote explosives are to be used against tanks, especially now that remote explosives stick.
I don't count Plasma cannons because they are generally useless unless you have the proto version. |
Sam Booty
Valor Coalition Proficiency V.
12
|
Posted - 2013.12.15 12:11:00 -
[466] - Quote
This game is **** now CCP. Swarms launchers are useless against a good tanks or dropship. I am to the point were I am just playing to get more SP, it is not fun any more. You ruined a completely decent game. Swarms should have increased damage since you took out range. I mean heavy damage like 500 per missile with militia swarm. One direct hit should take out an average tank. AV grenades should have 50% more damage than version 1.6. If nobody uses tanks, the better
Every time you change it gets worse so why don't you just fix the damn bugs?
|
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.12.15 18:57:00 -
[467] - Quote
Sam Booty wrote:This game is **** now CCP. Swarms launchers are useless against a good tanks or dropship. I am to the point were I am just playing to get more SP, it is not fun any more. You ruined a completely decent game. Swarms should have increased damage since you took out range. I mean heavy damage like 500 per missile with militia swarm. One direct hit should take out an average tank. AV grenades should have 50% more damage than version 1.6. If nobody uses tanks, the better
Every time you change it gets worse so why don't you just fix the damn bugs?
Swarms are not useless against tanks it just takes more to kill a tank. Now it takes a full AV suit armed with swarms, AV grenades, and nanohives to destroy a tank. Another thing shield tanks are not a problem armor tanks are. The standard armor tank has a base of 1200 shield and 4000 armor. If you fit two armor hardeners on it you'll be almost invincible. And 500 damage per missile for a swarm is ridiculous, you would do more damage then a rail turret and a forge gun. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1299
|
Posted - 2013.12.17 10:49:00 -
[468] - Quote
About the new hotfix: Can some dev explain how exactly FF was fixed? Does damaging null-cannons still count towards it? |
UNIVERSE DESTRUCTOR
Maphia Clan Corporation
0
|
Posted - 2013.12.17 12:18:00 -
[469] - Quote
Please, rename this name in "Tanks 514". This game has began a tanks game. In some match you can see 7 or 8 tanks in a squad allied with 7 or 8 proto players. All this players fighting against 16 poor newbie... I let you Guess the result of the battle..... Zero fun for new players that have not SP or ISK to buy Tanks or proto armours !! A lot of kill for players that have tanks or proto suits, and probably zero fun for this easyest kills...
Do you think that a newbye can have fun this way? Do you think that peolple can continue to play this game anymore ?
If CCP wanted to ruin this game, then mission is accomplished !
If the purpose of CCP is to push people to spend aurum to buy tanks or proto armours, i can understund it, but i think that people will leave this game.
Let me say something to think about: Dear CCP, you have to balance the battles with limit to number of tanks in each squad. I suggest max one tank per squad ! Otherwise, let the player choose if play a battle with tanks or without tanks.
A mercenary have to value the convenience of a contract !!
|
Fristname Family name
The New Age Outlaws WINMATAR.
37
|
Posted - 2013.12.17 15:32:00 -
[470] - Quote
Every one....... shut the f*** up about tanks and saying " waaaaahhhh tanks are op and Im to stupid to notice that they arent "
Just get a lav and load the front up with REs and jump in you lav or car bomb as its now called and drive towards the so called " op unkillable tank " and activate nitros and hit, the tank with the front of your lav and there you go. Now stop spaming every section and ccp with your tanks are op crap they arent friendly fire is op. And every type of ar and race rifle.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
|
|
TunRa
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
264
|
Posted - 2013.12.17 22:52:00 -
[471] - Quote
UNIVERSE DESTRUCTOR wrote:Please, rename this name in "Tanks 514". This game has began a tanks game. In some match you can see 7 or 8 tanks in a squad allied with 7 or 8 proto players. All this players fighting against 16 poor newbie... I let you Guess the result of the battle..... Zero fun for new players that have not SP or ISK to buy Tanks or proto armours !! A lot of kill for players that have tanks or proto suits, and probably zero fun for this easyest kills...
Do you think that a newbye can have fun this way? Do you think that peolple can continue to play this game anymore ?
If CCP wanted to ruin this game, then mission is accomplished !
If the purpose of CCP is to push people to spend aurum to buy tanks or proto armours, i can understund it, but i think that people will leave this game.
Let me say something to think about: Dear CCP, you have to balance the battles with limit to number of tanks in each squad. I suggest max one tank per squad ! Otherwise, let the player choose if play a battle with tanks or without tanks.
A mercenary have to value the convenience of a contract !!
You have no likes and therefor no credit.
Thanks CCP Foxfour
|
Mitch Laurence
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
|
Posted - 2013.12.18 04:22:00 -
[472] - Quote
Nothing mentioned about the new charge sniper rifle sound. Nothing mentioned about charging sound now able to be heard by enemies.
PLEASE FIX/UPDATE POST |
fansythat
Psygod9 D.E.F.I.A.N.C.E
0
|
Posted - 2013.12.19 00:21:00 -
[473] - Quote
With this update I was glitched to where when i try to talk the voice chat doesn't go through and i can't hear anyone and if i attempt to change the voice channel it kicks me off dust. CCP please fix this |
Ninja Troll
4
|
Posted - 2013.12.19 17:24:00 -
[474] - Quote
Mitch Laurence wrote:Nothing mentioned about the new charge sniper rifle sound. Nothing mentioned about charging sound now able to be heard by enemies.
PLEASE FIX/UPDATE POST Yeah I was wondering about this, the sound is irritating. I've switched to Thale sniper rifle last night.
[Request] Infantry Only Mode or Option - No Vehicles
|
Ninja Troll
4
|
Posted - 2013.12.19 17:32:00 -
[475] - Quote
CCP Frame wrote:* Lowered rate of fire of missile installations. The missile installation was one of the best ways of dealing with tanks and dropships. It'd be great if you made them more difficult to destroy or adjust the WP.
Installations take less than a minute to destroy and give 100 WP. A CRU takes much longer to destroy and gives 50 WP.
[Request] Infantry Only Mode or Option - No Vehicles
|
Sam Booty
Valor Coalition
12
|
Posted - 2013.12.19 17:41:00 -
[476] - Quote
Fristname Family name wrote:Every one....... shut the f*** up about tanks and saying " waaaaahhhh tanks are op and Im to stupid to notice that they arent "
Just get a lav and load the front up with REs and jump in you lav or car bomb as its now called and drive towards the so called " op unkillable tank " and activate nitros and hit, the tank with the front of your lav and there you go. Now stop spaming every section and ccp with your tanks are op crap they arent friendly fire is op. And every type of ar and race rifle.
That is so dumb. Basically your solution is to become a kamikaze scrub.
A better way would be to a create a new character enter team of OP tanks and just press suicide button until no clones are left. Just ruin the game for your tank noob team. Why go through the trouble of buying RE and LAVs?
|
SLADE8U
ROGUE SPADES
9
|
Posted - 2013.12.19 18:06:00 -
[477] - Quote
fansythat wrote:With this update I was glitched to where when i try to talk the voice chat doesn't go through and i can't hear anyone and if i attempt to change the voice channel it kicks me off dust. CCP please fix this
Dude since 1.7, everytime I turn on my ps3 and login into dust my voice chat doesn't work. Voice is enabled and push to talk is off, switching channels as you said doesn't work. Your ps3 audio settings are correct and you can hear yourself when tested. To fix it go to your start menu in dust and select "LOGOUT" , as you know it will quickly take you to the "GO" button again to re- enter the game. When you come back your voice will work. I don't know why but all of my corp mates do this and it works everytime.
"EVERYBODY HAS A PLAN UNTIL THEY GET PUNCHED IN THE MOUTH!"
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Ninja Troll
6
|
Posted - 2013.12.23 20:54:00 -
[478] - Quote
Please improve match-making to prevent too many players from the same corporation on one team. Currently in a FW battle where the enemy has 10 players from Tech Guard.
This is not the first time in FW that 8 or more players on a team were from the same corporation I thought there were Corporation contracts for these people to play.
[Request] Infantry Only Mode or Option - No Vehicles
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Jade Hasegawa
Intrepidus XI EoN.
132
|
Posted - 2013.12.25 22:24:00 -
[479] - Quote
I have not played for a while, not had the time:( If the warbarge strike has been removed in Faction contracts, then what do NON EVE supported players get? NOTHING? Can that be clarified please?
Other issue: No ISK forFW contracts, uhm hangon we are mercs, MERCS FIGHT FOR MONEY!
Everything else sounds pretty sweet though
EDIT: Not sure bout the friendly fire though, have to see how that pans out, cos there is always some idiot that griefs others or someone else so desperate to steal war points they will run in front of you and that will go against you |
Awesome Pantaloons
Tech Guard RISE of LEGION
185
|
Posted - 2013.12.27 16:38:00 -
[480] - Quote
Ninja Troll wrote:Please improve match-making to prevent too many players from the same corporation on one team. Currently in a FW battle where the enemy has 10 players from Tech Guard.
This is not the first time in FW that 8 or more players on a team were from the same corporation I thought there were Corporation contracts for these people to play.
If it's not possible, then match them against a team with similar number of players from one corp.
Join a corp, hobo.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Timtron Victory
Tech Guard RISE of LEGION
0
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Posted - 2013.12.28 06:31:00 -
[481] - Quote
Ninja Troll wrote:Please improve match-making to prevent too many players from the same corporation on one team. Currently in a FW battle where the enemy has 10 players from Tech Guard.
This is not the first time in FW that 8 or more players on a team were from the same corporation I thought there were Corporation contracts for these people to play.
If it's not possible, then match them against a team with similar number of players from one corp.
I am a member of Tech Guard, how exactly is that a bad thing?
We lost a FW match even when we had a squad and maybe more from Tech Guard. It's not like being from a Corp gives the players super powers haha. |
Ninja Troll
7
|
Posted - 2013.12.28 18:12:00 -
[482] - Quote
Timtron Victory wrote:Ninja Troll wrote:Please improve match-making to prevent too many players from the same corporation on one team. Currently in a FW battle where the enemy has 10 players from Tech Guard. This is not the first time in FW that 8 or more players on a team were from the same corporation I thought there were Corporation contracts for these people to play. If it's not possible, then match them against a team with similar number of players from one corp. I am a member of Tech Guard, how exactly is that a bad thing? We lost a FW match even when we had a squad and maybe more from Tech Guard. It's not like being from a Corp gives the players super powers haha. Most of the matches when a team has dominated usually had 8 or more players from the same corp. They are better organized and most likely have played together a lot. CCP just need to match them against a team with similar number of players from one corp.
Recently I've seen some matches where players from same corp are on different teams. Sometimes in these cases the player(s) will do team kills or suicide to help the opposing team.
Awesome Pantaloons wrote:Join a corp, hobo. Currently improving my characters and like the challenge of playing with different people. I'll join one of the better corps later.
[Request] Infantry Only Mode or Option - No Vehicles
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Tom Hamp
Subsonic Synthesis RISE of LEGION
4
|
Posted - 2014.01.03 04:31:00 -
[483] - Quote
this might be off topic but is there going to be a another patch coming soon because you guys send a new one out every month?
the sentinel AK.0 heavy pointmen of defense
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1469
|
Posted - 2014.01.03 18:04:00 -
[484] - Quote
Tom Hamp wrote:this might be off topic but is there going to be a another patch coming soon because you guys send a new one out every month?
No patch this month due to holidays.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Tom Hamp
Subsonic Synthesis RISE of LEGION
4
|
Posted - 2014.01.03 19:52:00 -
[485] - Quote
well crap
the sentinel AK.0 heavy pointmen of defense
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Dudeguy94 Hal
8
|
Posted - 2014.01.05 01:57:00 -
[486] - Quote
Whats the difference between assault and basic dropsuits other than the cost?
Lick a Lizard.
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Ninja Troll
7
|
Posted - 2014.01.05 04:05:00 -
[487] - Quote
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.
[Request] Infantry Only Mode or Option - No Vehicles
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Tikuto Oikinawa
Expert Intervention Caldari State
0
|
Posted - 2014.01.05 15:26:00 -
[488] - Quote
im a capsuleer.. i feel sexual from this |
Tikuto Oikinawa
Expert Intervention Caldari State
0
|
Posted - 2014.01.05 15:27:00 -
[489] - Quote
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.
Are they Tech 2 like the Assault spaceship frigates? Just curious
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Dudeguy94 Hal
8
|
Posted - 2014.01.05 18:35:00 -
[490] - Quote
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.
Lick a Lizard.
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Dudeguy94 Hal
8
|
Posted - 2014.01.05 19:42:00 -
[491] - Quote
Tikuto Oikinawa wrote:im a capsuleer.. i feel sexual from this
Lick a Lizard.
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IAmDuncanIdaho II
R 0 N 1 N
221
|
Posted - 2014.01.08 15:46:00 -
[492] - 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. |
comandante Nacimento
DUST BRASIL S.A Covert Intervention
2
|
Posted - 2014.01.11 04:49:00 -
[493] - Quote
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.
temos a maior corpora+º+úo brasileira de dust514 e gostar+¡amos muito de um suporte em portugues um forum em portugues
we have the largest Brazilian corporation and would love a support forum in Portuguese BRAZILIAN
100% fiel a dust brasil s.a
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Dysnomia Pandora
Third Rock From The Sun INTERGALACTIC WARPIGS
24
|
Posted - 2014.01.12 02:10:00 -
[494] - Quote
So tell me why does 1.7 suuuuuuuuuuuuuuuuuuck so much with its freezing and useless factionwarfare, why does ccp everything to make this game fail. Whats happening now is a buncha little kid developers doing there own thing, not even improving the gameplay. You guys need people to help you not conected to Eve, real Dust players that realy care about the game. Cus this game is going straight to the gutter, ccp knows it the players know it and yeah even sony knows it.
Why ccp why, why give us useless events and not better gameplay? |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
7826
|
Posted - 2014.01.12 22:53:00 -
[495] - Quote
Dysnomia Pandora wrote:So tell me why does 1.7 suuuuuuuuuuuuuuuuuuck so much with its freezing and useless factionwarfare, why does ccp everything to make this game fail. Whats happening now is a buncha little kid developers doing there own thing, not even improving the gameplay. You guys need people to help you not conected to Eve, real Dust players that realy care about the game. Cus this game is going straight to the gutter, ccp knows it the players know it and yeah even sony knows it.
Why ccp why, why give us useless events and not better gameplay?
You seem upset.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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Jenova Rhapsodos
Fatal Absolution Covert Intervention
86
|
Posted - 2014.01.12 23:42:00 -
[496] - Quote
Arkena Wyrnspire wrote:Dysnomia Pandora wrote:So tell me why does 1.7 suuuuuuuuuuuuuuuuuuck so much with its freezing and useless factionwarfare, why does ccp everything to make this game fail. Whats happening now is a buncha little kid developers doing there own thing, not even improving the gameplay. You guys need people to help you not conected to Eve, real Dust players that realy care about the game. Cus this game is going straight to the gutter, ccp knows it the players know it and yeah even sony knows it.
Why ccp why, why give us useless events and not better gameplay? You seem upset.
Yes, he does seem rather upset doesn't he. |
Ninja Troll
15
|
Posted - 2014.01.13 22:51:00 -
[497] - Quote
CCP Logibro wrote:Factional Contracts -Friendly fire has been enabled in all factional contract matches. Please watch your fire while participating in these battles. -The ability to punish team kills has been added to factional contract matches. You may now forgive or punish teammates when they kill you. -If a player receives multiple punishes for team killing they will be removed from all factional contract matches and unable to join again for the day. -Dealing damage to teammates, team vehicles and team equipment will be tracked on a per match basis. If a player deals 5,000 damage to teammates, vehicles or equipment in a single match they will be removed from the match and unable to join again for the rest of the day. Damage to installations is not counted. I started a thread that suggest the use of negative WP after the 0 WP limit. https://forums.dust514.com/default.aspx?g=posts&t=135384
If you search "Friendly Fire", you'll find threads complaining about the current FF system. Please consider reviewing it and possibly getting the community's feedback.
[REQ] Infantry Only Mode or Option- No Vehicles
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Espartoi
Zero-Day Attack Zero-Day
0
|
Posted - 2014.01.21 18:01:00 -
[498] - Quote
I was expecting more with this changes. Its like the new changes sometimespass unnoticed.
Why no create a different match for corps?, like a siege battle intead the same skirmish type?.
Adding limitations in Shield/armor point type of suit so the matches would be like more balanced or at least to limit the use of items that change that stats so avoid to see so many tanks. Even medium suits can reach above 800 easely.
Force more the friendly fire not much peole play faction contracts so if the FF has more effect on matchs it would be better, i think there is a post tlaking already about that.
Also force the game that looks more like a battlefield that represent Dust514 is more different thatn COD/Batlefield with bunny jumping mechanics and ridiculous moves. |
Ralden Caster
Omega Elite Mercs INC.
28
|
Posted - 2014.01.23 18:47:00 -
[499] - Quote
CCP Logibro wrote:Uprising 1.7 Patch Notes
Logistics LAV and Enforcer HAV roles have been removed pending an update before reintroduction. Available roles are:
- Standard HAV - Caldari & Gallente. - Standard LAV - Caldari & Gallente. - Standard Dropship - Caldari & Gallente. - Assault Dropship - Caldari & Gallente.
It makes no mention of Scout LAVs. So are they available still or no?
Minmatar Dropship.
Uprising 1.7.
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amie parbhoe
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2014.01.24 10:11:00 -
[500] - Quote
there is no merc pack??????????? |
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amie parbhoe
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2014.01.24 10:13:00 -
[501] - Quote
I want the toxin......submachine gun |
murder death KILLler
Murder Junkies
1
|
Posted - 2014.02.04 02:40:00 -
[502] - Quote
fw still glitchen some cranberrys are being mistaken for blueberries or im color blind then when u get booted u lose ya items.that dont make sense its not my mistake but i pay 4 it
may death becme u
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Sam Booty
Valor Coalition
19
|
Posted - 2014.02.04 13:14:00 -
[503] - Quote
1.7 = Tankbush. Worst patch ever. |
NK Scout
Storm Wind Strikeforce Caldari State
234
|
Posted - 2014.02.04 15:42:00 -
[504] - Quote
Sam Booty wrote:1.7 = Tankbush. Worst patch ever. The first day of 1.7 was the best Fun proto swarms hitting me, no rais turrets, fun micro warp drive.....
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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JP Acuna
Pendejitos Canis Eliminatus Operatives
59
|
Posted - 2014.02.04 19:23:00 -
[505] - Quote
murder death KILLler wrote:fw still glitchen some cranberrys are being mistaken for blueberries or im color blind then when u get booted u lose ya items.that dont make sense its not my mistake but i pay 4 it
Yeah, this happened to me once. I was flying my incubus and was attacking a red tank when it kicked me out for FF. I lost my ship and all. Before that in the same game, i found it weird that a CRU in my team's groundspawn was red... how would anyone hack a CRU so far into our redline? |
noname warrior
Molon Labe. General Tso's Alliance
53
|
Posted - 2014.02.17 16:12:00 -
[506] - Quote
Sam Booty wrote:1.7 = Tankbush. Worst patch ever.
I joined this game right after it became public and endured the ritualistic proto stomping by those who were involved in the beta and that wasn't enough to delude me about Dust. I endured the murder taxi craze and as irritating as that was, it wasn't enough to delude me about Dust.
But this tankageddon crap... Yeah, indeed worst effin update EVER! Not even the introduction of some decent new assault rifles, the rail and the combat, is enough to salvage it. I turn on my PS3 and I'm lookin for a game to start and my screen hovers over the Dust logo and I think... naw. Ain't at all interested in watching a tank swarm rampage all over every map I land on today. And then my screen passes over Dust and onto something still actually enjoyable to play.
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masul masul
Mikramurka Shock Troop Minmatar Republic
0
|
Posted - 2014.02.26 14:47:00 -
[507] - Quote
Parson Atreides 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. Alright. But until it gets a further reduction to damage done to infantry, it's still too powerful in situations where people can just camp on high towers. It doesn't provide for any interesting counter-play. Remember when people could dumbfire swarm launchers at infantry way back in the closed beta? Yea it was really frustrating and imbalanced because the weapon is designed for AV damage but it was being applied to things with 1/10 the health. It's the same case with the forge gun now.
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NextDark Knight
Hellstorm Inc League of Infamy
225
|
Posted - 2014.02.28 14:34:00 -
[508] - Quote
Still no 1.8.. BE GONE 1.7 PATCH NOTES !
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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ALT2 acc
219
|
Posted - 2014.03.03 20:29:00 -
[509] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:What happened to the Caldari Production Facility? I don't see it in the patch notes? Delayed? It was pulled for performance reasons from 1.7 and requires a little more time. Should hopefully make an appearance in a release soon. Regarding all the questions around shield extenders: the penalty is 3%. Edit: Patch notes should be updated to reflect that. :) For the people who dont know
Trolling proficiency 5
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NextDark Knight
Hellstorm Inc League of Infamy
290
|
Posted - 2014.03.14 21:17:00 -
[510] - Quote
Be gone patch notes!!
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Maken Tosch
DUST University Ivy League
7443
|
Posted - 2014.03.18 06:12:00 -
[511] - Quote
In before thread disappears in preparation for 1.8 Patch Noes.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Lorhak Gannarsein
Science For Death
2171
|
Posted - 2014.03.18 11:45:00 -
[512] - Quote
come on patch notes!
Real men do it with missiles.
"True says I have to let Lorhak yell at people in PIE GC from now on."
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NextDark Knight
Hellstorm Inc League of Infamy
296
|
Posted - 2014.03.18 12:23:00 -
[513] - Quote
Patch notes you have served your duty! You may leave respectfully.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Croned
Gallente Federation
641
|
Posted - 2014.03.18 13:31:00 -
[514] - Quote
I heard the 1.8 patch notes are coming at noon EST today.
Son of a plasma cannon!
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