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Iron Wolf Saber
Den of Swords
11203
|
Posted - 2013.12.12 01:11:00 -
[1] - Quote
Okay thoughts so far...
Vehicles
V vs V is near perfect right now cept for the lol extra 0 on milita overdrives and LAVs being slightly underclassed
Dropships need better controls and camera adjustments still, especially the ADS.
When piloting an HAV there are some weirdness in what the treads do when the camera is not directly facing the same direction as the treads are. For example pressing back while looking to the side sometimes causes the HAV to steer in that direction.
There needs to be an agility module to help increase turn rate on HAVs and LAVs at the cost of something maybe top speed. *This could be a low slot item considering that armor vehicles have the hardest time 'spinning' and have it compete against thier tanking ability as well. *This is also equally arguable to have as a high slot item to reduce utility on armor vehicles and shield vehicles really don't need this item also a general lack of high slot items for vehicles.
Independent Turret sensitivity could be a thing maybe
Vehicles hit indicators are still confusing as heck and inaccurate when explosives are involved.
Small turrets should have a gryostab option (that the gun continues to look in the direction the gunner wants despite vehicle movement left to right and possibly up and down (in relation to the mount not elevation of the entire craft line to target). Any and all small guns without 'restricted' left to right look needs to be defaulted to gryostabs on those that have restricted left to right should not, pressing r3 disengages or engages the stability and there is an icon indicating it.
There is nearly no travel effect on blasters, railguns, missiles or many anti-vehicle options so if being blinded by something you cannot tell the origin on the shot usually, forge gunners are the only really disadvantaged at this because of the nice blue ball they have.
Infantry appear too small for most vehicles unless you're using a blaster to deal with them and zooming in. Thus threat recognition is very difficult.
Supply depot placement is often cruel and unusual punishment.
Blaster Turret Ammo supply feels far too generous. Magazine size sufficient
Missile and Rail Ammo and mags are about right.
Infantry
Movement is still cumbersome in many areas.
New bloody hit indicators while awsome are obtrusive
Forge gun still does weird things like dry charging (charging without ammo in the chamber)
AV grenades no longer seem to track dropships (I had a packed bounce off a python today)
Proximity Mines do not detonate fast enough or wide enough to cause damage.
General consensus is that most AV options are not doing enough damage, Meeting halfway between 1.6 and 1.7 may do the trick.
There needs to be webifier grenades and mines.
There needs to be turret disruptors as well.
Other Recommendations
Both for suits and vehicles need to tie in active sensors with the stats of the sensors abilities of the vehicles itself. LAVs would have first best sensors, DS second best, HAVs the far worst.
LAVs could use some stealthiness.
Audio, an approaching DS, LAV, HAV should sound different from being parked, and which should also sound different from one moving away. (doppler effect)
Bring back remote reppers as a turret that can be locked onto a target when not manned.
Dropship guns controlled by passengers needs to be 'cheek blister' guns allowing a much wider range of look and freedom and upping up protection.
Dropships need a means of 'lock position' to prevent drifting while being level flight.
Dropship controls needs better refinement and physics check. For example a flat take off on some dropships still causes drift once removed from ground influence and does not stay in one place unless the pilot makes adjustments.
Fix Smart Deploy to take into account the number of friendlies dying in an area far higher score over than number of friendlies in the area. the spawn system is still highly gameable especially when blueberries decides to drop uplinks in an ambush.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Bojo The Mighty
Zanzibar Concept
2349
|
Posted - 2013.12.12 01:14:00 -
[2] - Quote
LAVs are pretty fun and fine. It's just hard to find someone who uses it right. I do however notice that Light Weapons significantly hurt the LAVs, I got blown up by a Rail Rifle because my overview map accidentally came up.
ADS definitely need better 1st person and 3rd person aiming. It's impossible to use a blaster if you are above the target in any way. |
Iron Wolf Saber
Den of Swords
11203
|
Posted - 2013.12.12 01:16:00 -
[3] - Quote
Bojo The Mighty wrote:LAVs are pretty fun and fine. It's just hard to find someone who uses it right. I do however notice that Light Weapons significantly hurt the LAVs, I got blown up by a Rail Rifle because my overview map accidentally came up.
ADS definitely need better 1st person and 3rd person aiming. It's impossible to use a blaster if you are above the target in any way.
Hmmm LAVs may need a boost or the light modules but the thing is I dont want to make the light modules too good that HAVs considering using them over the heavy modules....
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Medic 1879
Forsaken Immortals Top Men.
1406
|
Posted - 2013.12.12 01:19:00 -
[4] - Quote
Bojo The Mighty wrote:LAVs are pretty fun and fine. It's just hard to find someone who uses it right. I do however notice that Light Weapons significantly hurt the LAVs, I got blown up by a Rail Rifle because my overview map accidentally came up.
ADS definitely need better 1st person and 3rd person aiming. It's impossible to use a blaster if you are above the target in any way.
Yeah me and a squadmate destroyed an onikuma earlier he was using a ScR I was using a CR and it went down alarmingly fast.
TEST signature please help me think of a better one.
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Iron Wolf Saber
Den of Swords
11205
|
Posted - 2013.12.12 01:24:00 -
[5] - Quote
Medic 1879 wrote:Bojo The Mighty wrote:LAVs are pretty fun and fine. It's just hard to find someone who uses it right. I do however notice that Light Weapons significantly hurt the LAVs, I got blown up by a Rail Rifle because my overview map accidentally came up.
ADS definitely need better 1st person and 3rd person aiming. It's impossible to use a blaster if you are above the target in any way. Yeah me and a squadmate destroyed an onikuma earlier he was using a ScR I was using a CR and it went down alarmingly fast.
That's disturbing... going to verify it myself then make appropriate pokes.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Cosgar
ParagonX
8553
|
Posted - 2013.12.12 01:25:00 -
[6] - Quote
REs and mines could use some work. Damage or max carried/active needs to scale up across the tiers. I'm loving the RE throwing distance and damn near jizzed my pants when I realized they were sticky. It would be nice to be able to pick them back up with the interact button at some point, but not really a top priority. What does need to be fixed is friendly fire from explosive chain reactions. Got kicked again today for detonating a patch of REs/mines on a retreating Gunlogi. I don't even know if I managed to blow it up or not.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Iron Wolf Saber
Den of Swords
11205
|
Posted - 2013.12.12 01:27:00 -
[7] - Quote
Cosgar wrote:REs and mines could use some work. Damage or max carried/active needs to scale up across the tiers. I'm loving the RE throwing distance and damn near jizzed my pants when I realized they were sticky. It would be nice to be able to pick them back up with the interact button at some point, but not really a top priority. What does need to be fixed is friendly fire from explosive chain reactions. Got kicked again today for detonating a patch of REs/mines on a retreating Gunlogi. I don't even know if I managed to blow it up or not.
Being looked into.
REs and collisions the highest culprits right now.
Landing collision does something in the order of 42,000 damage same as an OMS object landing on you.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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gbghg
L.O.T.I.S. Public Disorder.
4137
|
Posted - 2013.12.12 01:30:00 -
[8] - Quote
ADS cam is pretty decent right now, i'd rather stick with what we have now than risk CCP messing it up again tbh.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
Flix Keptick
Red Star. EoN.
1527
|
Posted - 2013.12.12 01:34:00 -
[9] - Quote
Iron Wolf Saber wrote:AV vs V is near perfect right now cept for the lol extra 0 on milita overdrives The cause of all QQ right now lol. I am also happy to see infantry man being ok with tanks :D ... But yea, I don't even kill infantry that much right now because I have my hands full with enemy tanks. Tank VS Tank battles are fun too now, ESPECIALLY WITH MISSILES MUAHAHAHAHA
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
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Iron Wolf Saber
Den of Swords
11207
|
Posted - 2013.12.12 01:36:00 -
[10] - Quote
Flix Keptick wrote:Iron Wolf Saber wrote:AV vs V is near perfect right now cept for the lol extra 0 on milita overdrives The cause of all QQ right now lol. I am also happy to see infantry man being ok with tanks :D ... But yea, I don't even kill infantry that much right now because I have my hands full with enemy tanks. Tank VS Tank battles are fun too now, ESPECIALLY WITH MISSILES MUAHAHAHAHA
Dear Sir,
I am insulted you misquote me. FIX IT.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Pvt Numnutz
Black Phoenix Mercenaries
420
|
Posted - 2013.12.12 01:37:00 -
[11] - Quote
I'll have to experiment with dropship controls, I haven't noticed the drift that you are talking about. |
Iron Wolf Saber
Den of Swords
11207
|
Posted - 2013.12.12 01:39:00 -
[12] - Quote
Pvt Numnutz wrote:I'll have to experiment with dropship controls, I haven't noticed the drift that you are talking about.
Militia ones had it the worst. The standards don't behave this way at all as taking off and landing by going up and down in the same spot and you'll land nearly in the same place. Standards only do this if you take off on a hill.
Another thing annoying the crud out of me is the serious inconsistency of areal controls between even the same base model.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Flix Keptick
Red Star. EoN.
1527
|
Posted - 2013.12.12 01:41:00 -
[13] - Quote
Iron Wolf Saber wrote:Flix Keptick wrote:Iron Wolf Saber wrote:V vs V is near perfect right now cept for the lol extra 0 on milita overdrives The same applies to AV vs V and is the cause of all QQ right now lol. I am also happy to see infantry man being ok with tanks :D ... But yea, I don't even kill infantry that much right now because I have my hands full with enemy tanks. Tank VS Tank battles are fun too now, ESPECIALLY WITH MISSILES MUAHAHAHAHA Dear Sir, I am insulted you misquote me. FIX IT. fine, fine... better?
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
|
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
469
|
Posted - 2013.12.12 01:41:00 -
[14] - Quote
Iron Wolf Saber wrote:Okay thoughts so far...
Vehicles
V vs V is near perfect right now cept for the lol extra 0 on milita overdrives and LAVs being slightly underclassed
Dropships need better controls and camera adjustments still, especially the ADS.
When piloting an HAV there are some weirdness in what the treads do when the camera is not directly facing the same direction as the treads are. For example pressing back while looking to the side sometimes causes the HAV to steer in that direction.
There needs to be an agility module to help increase turn rate on HAVs and LAVs at the cost of something maybe top speed. *This could be a low slot item considering that armor vehicles have the hardest time 'spinning' and have it compete against thier tanking ability as well. *This is also equally arguable to have as a high slot item to reduce utility on armor vehicles and shield vehicles really don't need this item also a general lack of high slot items for vehicles.
Independent Turret sensitivity could be a thing maybe
Vehicles hit indicators are still confusing as heck and inaccurate when explosives are involved.
Small turrets should have a gryostab option (that the gun continues to look in the direction the gunner wants despite vehicle movement left to right and possibly up and down (in relation to the mount not elevation of the entire craft line to target). Any and all small guns without 'restricted' left to right look needs to be defaulted to gryostabs on those that have restricted left to right should not, pressing r3 disengages or engages the stability and there is an icon indicating it.
There is nearly no travel effect on blasters, railguns, missiles or many anti-vehicle options so if being blinded by something you cannot tell the origin on the shot usually, forge gunners are the only really disadvantaged at this because of the nice blue ball they have.
Infantry appear too small for most vehicles unless you're using a blaster to deal with them and zooming in. Thus threat recognition is very difficult.
Supply depot placement is often cruel and unusual punishment.
Blaster Turret Ammo supply feels far too generous. Magazine size sufficient
Missile and Rail Ammo and mags are about right.
Infantry
Movement is still cumbersome in many areas.
New bloody hit indicators while awsome are obtrusive
Forge gun still does weird things like dry charging (charging without ammo in the chamber)
AV grenades no longer seem to track dropships (I had a packed bounce off a python today)
Proximity Mines do not detonate fast enough or wide enough to cause damage.
General consensus is that most AV options are not doing enough damage, Meeting halfway between 1.6 and 1.7 may do the trick.
There needs to be webifier grenades and mines.
There needs to be turret disruptors as well.
Other Recommendations
Both for suits and vehicles need to tie in active sensors with the stats of the sensors abilities of the vehicles itself. LAVs would have first best sensors, DS second best, HAVs the far worst.
LAVs could use some stealthiness.
Audio, an approaching DS, LAV, HAV should sound different from being parked, and which should also sound different from one moving away. (doppler effect)
Bring back remote reppers as a turret that can be locked onto a target when not manned.
Dropship guns controlled by passengers needs to be 'cheek blister' guns allowing a much wider range of look and freedom and upping up protection.
Dropships need a means of 'lock position' to prevent drifting while being level flight.
Dropship controls needs better refinement and physics check. For example a flat take off on some dropships still causes drift once removed from ground influence and does not stay in one place unless the pilot makes adjustments.
Fix Smart Deploy to take into account the number of friendlies dying in an area far higher score over than number of friendlies in the area. the spawn system is still highly gameable especially when blueberries decides to drop uplinks in an ambush.
nerf the speed of the tank.. I approve, just make it a tad bit slower and make the acceleration difference on armor tanks visible...
Sagaris lover!!!
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gbghg
L.O.T.I.S. Public Disorder.
4137
|
Posted - 2013.12.12 01:43:00 -
[15] - Quote
Iron Wolf Saber wrote:Pvt Numnutz wrote:I'll have to experiment with dropship controls, I haven't noticed the drift that you are talking about. Militia ones had it the worst. The standards don't behave this way at all as taking off and landing by going up and down in the same spot and you'll land nearly in the same place. Another thing annoying the crud out of me is the serious inconsistency of areal controls between even the same base model. it might be due to the differences in responsiveness between models, ADS are pretty responsive so anything that leads to drift is corrected before it becomes noticeable, since the militia ones respond slower that may be the reason for it.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
Iron Wolf Saber
Den of Swords
11207
|
Posted - 2013.12.12 01:43:00 -
[16] - Quote
Right now i feel the current lineup of tanks qualify as light combat tanks (and not MBTs or heavy tanks and or tank destroyers)
this is somewhat okay to have provided they're not too impossible to kill just right now the best weapon against a tank is another tank at the moment.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Iron Wolf Saber
Den of Swords
11207
|
Posted - 2013.12.12 01:44:00 -
[17] - Quote
gbghg wrote:Iron Wolf Saber wrote:Pvt Numnutz wrote:I'll have to experiment with dropship controls, I haven't noticed the drift that you are talking about. Militia ones had it the worst. The standards don't behave this way at all as taking off and landing by going up and down in the same spot and you'll land nearly in the same place. Another thing annoying the crud out of me is the serious inconsistency of areal controls between even the same base model. it might be due to the differences in responsiveness between models, ADS are pretty responsive so anything that leads to drift is corrected before it becomes noticeable, since the militia ones respond slower that may be the reason for it.
It may be, I haven't been putting in the flight hours as i'd like to, too many new things to try out this patch.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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CAMille DANIELz
planetary retaliation organisation
8
|
Posted - 2013.12.12 01:53:00 -
[18] - Quote
First I would like to say how impressed I am by the changes I've seen in Dust with the release of 1.7. This was a sorely needed change, and it might just be the biggest since chromosome.
AV - This needed a nerf. It got nerfed. I should feel happy about this, but right now it seems like the power got redecued a bit too much. Some ideas to even the balance.
-Certian tactics could circumvent damage resistance modules (ie directly applied sticky bombs, mines etc).
-The aforemention webifier grenades would be a great idea - you might want to call them something else though (considering how they are described in eve would not mesh up sice tanks do not have warp-drive).
-Increase the range of swarmers, either as a whole of by tier-level increments, to 215m.
Ideas for the future
-Electronic Warfare equipment, grenades, or light weapons for Infantry that does at least one of the following:
1) Destabilizes turret amining capabilities,
2) Cuases the HUD to display incorrect or jarbled information or no information at all,
3) Resets the cooldown timer of all active modules on the tageted vehicle or makes them take longer to reset than normal,
4) Jams the radar and sesnor abilities of nearby enemy vehicles and infantry
5) Forcefully shut off one active module
6) Hack vehicles and/or objectives from a distance (must have line of sight)
7) Black-Ops Vehicles! Cloaking unit for Dropships and LAV's!
The following statement is true. The previous statement is false.
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Cosgar
ParagonX
8554
|
Posted - 2013.12.12 01:55:00 -
[19] - Quote
Iron Wolf Saber wrote:Right now i feel the current lineup of tanks qualify as light combat tanks (and not MBTs or heavy tanks and or tank destroyers)
this is somewhat okay to have provided they're not too impossible to kill just right now the best weapon against a tank is another tank at the moment. Tanks are actually easier to kill than 1.0-1.7, people just got used to their stupidly OP AV.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
204
|
Posted - 2013.12.12 01:56:00 -
[20] - Quote
Message from Godin: The only reason why people's bitching is because we've gotten good with peices of ****, and now that we've got blaanced ****, the good pilots are stomping all the wannabe's and all infantry. Also, damage is fine. The only reason why people's not killing **** is because they refuse to use tactics and to adapt to the new thing. I'm looking at people who tries to take out HAV's while they have on 2-3 hardeners while it's running away, especially the swarms vs.a Gunnlogi.
Anyways, the MLT nitro is OP and needs to be fixed. base speed for Maddy's can be nerfed 2.5-5 M/S as well. |
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gbghg
L.O.T.I.S. Public Disorder.
4142
|
Posted - 2013.12.12 02:00:00 -
[21] - Quote
Iron Wolf Saber wrote:gbghg wrote:Iron Wolf Saber wrote:Pvt Numnutz wrote:I'll have to experiment with dropship controls, I haven't noticed the drift that you are talking about. Militia ones had it the worst. The standards don't behave this way at all as taking off and landing by going up and down in the same spot and you'll land nearly in the same place. Another thing annoying the crud out of me is the serious inconsistency of areal controls between even the same base model. it might be due to the differences in responsiveness between models, ADS are pretty responsive so anything that leads to drift is corrected before it becomes noticeable, since the militia ones respond slower that may be the reason for it. It may be, I haven't been putting in the flight hours as i'd like to, too many new things to try out this patch. i'll get around to trying out the myron and viper tomorrow, see if i can see what you're talking about.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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Nirwanda Vaughns
Molon Labe. Public Disorder.
250
|
Posted - 2013.12.12 02:50:00 -
[22] - Quote
Personally swarms got prety much a 4x nerf. lock range, damage, shield/armor hardeners onvehicles and the frickin speed of tanks/DS
i mean there has to be some give/take on the swarms. no i don't think a solo infantry should solo a tank with STD swarms but an infantry with Prof 3-4 and 3 complex damage mods should at least have some chance.
i was on table top map earlier and we had 4 swarmers and 2 forge gunners. tank received one hit an instantly, hardener, repper and nitro on. he was up main street faster than an LAV has ever moved. similar with a DS. you hit them once, hardener and rep goes on they fly up a lil bit and they out of range. we had 6 guys with proto/adv swarm after one ADS and we never took him down yet died repeatedly to his missiles.
i had several optons for balances that could work
1. Ground and Air versions of swarms. from ADV level up instead of the Assault varient. Ground version, 200m lock range at ADV, 250 PRO, 300 damage per missile Ariel version. 350m lock range ADV 400m PRO. 250 damage per missile but increase speed of missiles and increase their flight time to counter burning to ceiling.
2. Keep current damage, increase lock range by tier so 175m STD, 225 ADV, 275 PRO but reduce lock time to 1sec.
3. SP sink. Introduce skills to bring lock range back up and increase flight time and speed of missile. 3 new skills. 4x training time 10% per level to the modifier (lock range, flight time and velocity) 4x is one higher than rapid reload and one less than proficiency so you're looking at around an additional 3mill more SP to 'better' your swarms but the lock range is still lower than 1.6 but i really think the missile flight and velocity skills could be beneficial. hell change one of the current skills we have to it so instead of reducing lock time for operation we increase lock range and have proficiency increase fligh ttime and velocity instead of damage and have missiles damage raised slightly to 250-275 a missile
i'm not asking for Swarms to be OP. i'm just asking that if i'm putting so much SP into a weapon as well as fitting a suit with barely any defenses to get the most damage out of it then i at least want to be able to give tanks a lil bit of hell with it |
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