|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
208
|
Posted - 2013.12.10 14:51:00 -
[1] - Quote
I like the interview overall and it answers a lot of concerns that the community has. I especially like the fact that all the other racial variants are finally going to be added to the game soonGäó. Verisimilitude IS very important in that aspect. I agree that the fitting screen needs to show the players what effect their skills have on the setup, since many do not fully understand that aspect of their choices and thus assume that the other suits kicking their assess is due to something else when it was bad choices in fitting optimization on their part that caused it. I like the direction you are finally going in for the Scouts and that Scouts will NOT be the only type of suit able to fit a cloaking device. I also like that you are finally releasing the SDE so we can see for ourselves what the full stats are for all items in the game.
Now for the other half, the not so liked about the interview: Along with the idea of fixing the fitting screen to show all effects and combined with the fact that you'll be releasing the SDE, why not update all the in game information stats to show the hidden stats now? We know that vehicles and suits have specific resists to specific things. Why not show those so we can utilize stuff to their full potential?
You were asked:
Quote:7. Are you planning to create anything to relieve proto stomping? A game mode with only militia and basic gear? by Text Grant, Death Firm., DUST 514 Forums
To which you responed:
Quote:New Eden is a harsh place, but I donGÇÖt think anyone ever intended it to be this harsh. J Incentives for using lower tier gear and improvements to the underlying matchmaking system and the options it provides will create a more balanced, fun battlefield.
Even without the typo, it's pretty obvious that you didn't answer the question really, and only stated a "possible" solution that you may or may not utilize. It seems that this is still something being discussed and worked on by the devs and no real answer and solution has been decided upon yet. I'll understand if you cannot elaborate further as this sort of stuff IS difficult to solve.
I don't completely like your solution for equipment spamming in matches. On the one hand I like the fact that you will be making equipment the domain of the logistics and other specialized suits. I don't like that the underlying problem is still there - lag. This solution of yours, however, does elegantly nudge players in the right direction and makes them have to choose between being a combat-logi or an equipment-logi. Both valid choices, but now a choice rather than being able to do both.
Still no answer to the respecs or AUR for respecs questions... ;)
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
208
|
Posted - 2013.12.10 16:19:00 -
[2] - Quote
HowDidThatTaste wrote:CCP Blowout wrote:HowDidThatTaste wrote:Any thoughts or statements to the future of the Heavy with TTK not going to change the heavy needs a huge buff in HP. A smaller hit box so AA doesn't destroy us slow moving dinosaurs.
The HMG range has to be increased to complete with AR's
Our are we to take from the lack of communication in this post that Heavies are working as intended? Sorry - I don't really understand what you are asking. What post do you feel has a lack of communication? Do you have a specific question I can perhaps take to Remnant to clarify (no promises though - this is just a maybe)? Maybe a statement about the future of the heavy suit similar to the scout suit statement. The heavy suit has been regulated to standing in hallways because the TTK has made the extra HP we carry so negligible it doesn't matter, and the fact that we are slow we can not run away from the lock on mechanism of the AA adding the fact that we have a huge hitbox it makes the heavy suit a hindrance. Now take into consideration that the HMG is supposed to be so powerful that we need this big slow suit to be able to wield it yet we are outranged by every rifle in the game by a huge amount. This making the Heavy/HMG suit only really viable in a tight hallway (which i can say from experience i do three times better with a scrambler rifle and a logi suit) or as a hop and popper from an LAV. So after months of posting questions on the forums and sending in tickets showing the faults of this suit and weapon my question is since there seems to be no talk about the Heavy suit or HMG being "fixed" I am wondering if this is because you guys consider the suit to be working as intended? Because the description of the heavy suit and the reality of it are two very different things. And with the the increase in TTK and the extreme range of assault rifles the HMG/Heavy hardly has a place on the battlefield. Certainly not like it did in previous builds and even before the TTK increased.
Howdid..., I think the answer you were looking for was hidden away in this answer:
Quote:For a start, we need to complete our set of racially aligned gear (for example, finishing out the remaining dropsuits and weapons). This is important, not only for verisimilitude, but for gameplay balance. Beyond that, weGÇÖre going to be focusing on discrete, significant improvements to individual features that will be announced in the near future.
By saying that he's also implying that there were first off be 6 more heavy suits on the immediate horizon (right now we have Amarr heavy and Amarr Commando - we are still missing Minmatar heavy, Minmatar Commando, Caldari heavy, Cladari Commando, Gallente heavy, and Gallente Commando). It also implies at lease 2 more heavy weapon choices (right now we only have HMG - Minmatar and Forge Gun - Caldari; we are missing some kinda heavy laser - Amarr and some sort of heavy blaster - Gallente). By fully fleshing out the "verisimilitude" of the 4 races, then you will effectively get the much needed love that the heavy suits are due.
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
209
|
Posted - 2013.12.10 16:23:00 -
[3] - Quote
KA24DERT wrote:You heard it here first folks: Moving/Jumping around to avoid enemy fire is an exploit.
Nice try at trolling... He's saying that moving/jumping around in such a way as to "dodge bullets" Chun Lee style from Remo Williiams: The Adventure Continues (http://www.imdb.com/title/tt0089901/?ref_=nv_sr_1) is NOT the feel they are looking for in this scifi based FPS game. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
211
|
Posted - 2013.12.10 17:12:00 -
[4] - Quote
Mordecai Sanguine wrote:The problem with TTK is ONLY with weapons that was "buffed" by the Hit detection.
Try killing someone with Flaylock / Mass drivers / Snipers / Scrambler pistol. It takes the same time than before.
If you nerf EVERYTHING at the same degree then weapons will still be unbalanced.
I think you are looking at the issue from the incorrect perspective. The TTK before the "buff" by hit detection was incorrect. There was a lot of jumping around to avoid explosions and other silliness in the game. To fix that issue, as well as hit detection not working to begin with, they fixed the hit detections and found less silliness to result in the game. They had already rebalanced the other weapons you named like flaylocks and mass drivers by either decreasing their damage or their area of effect. Hit detection was the final part of the overall fix. Flaylocks, mass drivers, scrambler pistols, etc are still viable weapons, they just get used differently than the ARs and other assault style weapons. Due to their inherent learning curves, not being part of newbie setups (and thus free), requiring some thought to skill into and use, etc. all the non-AR weapons are going to be less utilized and thus seen as OP as more and more people use them solely. It's not that they are OP, but that they are just over used by comparison.
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
215
|
Posted - 2013.12.11 15:19:00 -
[5] - Quote
nor asha wrote:remove the 10% damage buff allready .... 10% longer TTK wouldn't make dropping people that much longer...
I dunno, I played mostly FW matches last night. Overall I died less and I felt it to be a much more tactical game. TTK seem very good as engagement ranges increased a lot and thus you not only got warning from the "plinking" of the longer ranged weapons, but you also had time to react/take-cover/return fire etc.
With the addition of the all 4 race's versions of the assault rifles, the game had rebalanced itself. THIS is the major point I've been trying to impress upon the CCP devs since day one of beta. ALL four races' variants have to be implemented in the game before you can claim that any are balanced.
Everyone said TTK was too short after the introduction good hit detection with the Gallente ARs. Well that's because in order to properly engage with the Gallente ARs you have to be at a reasonably closer range to your target. This puts you within the kill range of just about every weapon in the game. So thus your "time-to-live" decreases significantly. People attributed this to the ARs being OP, but they are doing exactly what they are meant to do, be very lethal at short ranges. But since there was NO OTHER weapons in the game to compare this to (other than the Scrambler Rifle which is meant to do the same thing in a slightly different way), everyone thought the game was broken. Well it was in a way, it was missing the other two weapon categories.
Now that we have Combat Rifles and Rail Rifles, the TTK seems to have decreased. Players are seemingly living longer. Well, I disagree. Instead I believe they are playing smarter and engaging at longer, less lethal, ranges. This is great in my opinion and I believe this is what needs to be done for all categories of suits, weapons, vehicles, and turrets in the game.
CCP you are on the right track, you just need to finish the "verisimilitude" of the game!
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
241
|
Posted - 2013.12.16 23:49:00 -
[6] - Quote
KA24DERT wrote:Jadd Hatchen wrote:KA24DERT wrote:You heard it here first folks: Moving/Jumping around to avoid enemy fire is an exploit. Nice try at trolling... He's saying that moving/jumping around in such a way as to "dodge bullets" Chun Lee style from Remo Williiams: The Adventure Continues ( http://www.imdb.com/title/tt0089901/?ref_=nv_sr_1) is NOT the feel they are looking for in this scifi based FPS game. I'm not dodging bullets, I'm trying to throw off your aim so that my 1.2k HP suit isn't melted in a second. The incredibly high damage of the rifles combined with aim assist combined with slow movement greatly reduces the tactics available to a player in CQC. The formula has to be tweaked, faster movement, less/no aim assist, and/or lower rifle damage.
Or engage at a longer range...
|
|
|
|