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Gabriella Grey
The Neutral Zone
105
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Posted - 2013.12.12 17:29:00 -
[1] - Quote
Uprising 1.7 I think honestly is a solid update, but the main problem with it is, that the things that are not balanced are now sticking out much more easily because of it. Some of it the community has already expressed to CCP and some of it brought more into the light of the games re-work. This feedback thread I hope to gear the community to give feedback on relation to helping to balance. If there is anything I have left out please feel free to post and add it.
The Good:
Since 1.7 the game really feels a direction of balance and purpose to play. CCP's work on Factional Warfare has really been a great move into the right direction. I have notice that many are now playing on certain characters even after hitting the level cap for the week, just to increase their standings with their desired faction(s). The new weapons finally brings the game to a well diverse range with now assault rifles for all of the Eve Universe races, really giving players a taste of the diversity to come. Last their is now a base standard balance with vehicles -vs- infantry.
The Bad:
With new ranges and percentages to shields/armor, some weapons are now lost within the mix, having no niche to call their own. The ranges and percentage bonuses need serious looking into. Weapons like the rail rifle, intended to be a long range weapon, is more so often seen killing at a closer range than intended and weapons like the assault rifle, still seems to operate outside of its short range. This also seems to be true for the Minmitar Combat rifle. Out of all of this, the Scrambler rifle and scrambler pistol seem to be lost in translation, while the laser rifle staying within its same parameters, seems to be doing better than the other laser variants. The percentages of each weapon bonuses seem not to matter with most weapons and damage mods stacked are the only way to do successful damage. The problem with this is not allowing much diversity to suites that require high slots as their focus, such as Caldari. Using the opposite type racial variant of your intended current fitted suit needs to give penalties or players will exploit this broken mechanic. Amarr weapons seem to have a good balance with this for starters, but they do not have a serious enough penalty for non Amarr suit users, with heat build up etc. The Forge guns need more attention, especially in their range. The assault forge gun variants need something to balance them out. Their fast rate of fire with still rather hefty damage output, still places them at an much bigger advantage to dropships and LAV's. Installation turrets range currently can hit arial vehicles from redline to redline. Before 1.6 these turrets could not shoot in each others direction, but I don't think this was something intended. The problem with them is their range, position on maps, and unlimited amount of ammo need looking into.
The Ugly:
HAV's! They move far too fast for something designed to give heavy ground support. They are impervious to small turret fire, from Dropships, LAV's, or installations, and AV. They are making too big of an imprint on the tide of the battle. Currently the side with more HAV's has the better odds of winning the match.
Hope my information as a player and the community helps.
Always Grey Skies
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Mordecai Sanguine
What The French
202
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Posted - 2013.12.12 17:40:00 -
[2] - Quote
Quote:Amarr weapons seem to have a good balance with this for starters, but they do not have a serious enough penalty for non Amarr suit users, with heat build up etc
Amarr users are not ONLY assaults.... Others Amarr suits don't have the heat up reduction. Ps : Amarr weapons for Amarr users i think that's good right now.
For the rest i'm with you |
Jooki Chewaka
Stalking Wolfpack
33
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Posted - 2013.12.12 18:11:00 -
[3] - Quote
Gabriella Grey wrote:HAV's! They move far too fast for something designed to give heavy ground support. They are impervious to small turret fire, from Dropships, LAV's, or installations, and AV. They are making too big of an imprint on the tide of the battle. Currently the side with more HAV's has the better odds of winning the match. +1, now this is (__)__)==========D 514, the more dicks a team deploys the more chances it has to own.
See you from orbit
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TechMechMeds
Swamp Marines Kleenex Inc.
1724
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Posted - 2013.12.12 19:49:00 -
[4] - Quote
I used to spend a fist full of dollars each month on dust, they are going to have to get it ship shape for a few dollars more.
Blatant puns
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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darkiller240
K-A-O-S theory
207
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Posted - 2013.12.12 21:44:00 -
[5] - Quote
Gabriella Grey wrote:Uprising 1.7 The Ugly: HAV's! They move far too fast for something designed to give heavy ground support. They are impervious to small turret fire, from Dropships, LAV's, or installations, and AV. They are making too big of an imprint on the tide of the battle. Currently the side with more HAV's has the better odds of winning the match. Hope my information as a player and the community helps. Ho needs dropships when you can have flying Tanks Buy now, only a teth of the price they used to be!
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Divu Aakmin
UNIVERSAL BONDAGE
15
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Posted - 2013.12.12 23:40:00 -
[6] - Quote
Yea, tanks need a fix or something. They are only supceptible to other hav atm. Bubkis |
p q
Zylak's Used Clones
32
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Posted - 2013.12.14 06:48:00 -
[7] - Quote
I would just like to say that I am very pleased with 1.7. Yes, tanks are a little overpowered at the moment, but apart from that 1.7 is awesome. We all spend a lot of time b!tching on these forums, so for once I say thank you, devs, and good job. In particular, the changes to faction warfare have finally given the Dust universe a tangible connection to Eve for players outside the planetary conquest circle. This is an all-important change. Loyalty is now a real factor as well. I hope you are all enjoying this update as much as I am. PS: Yesterday I kept a tank out of the game for over 5 minutes in a cat-and-mouse in some hills with a 7k minmatar light militia suit. It really ticked him off that he couldn't kill a single wimp with his mighty vehicle. I fear no tank! |
Talos Vagheitan
289
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Posted - 2013.12.14 07:19:00 -
[8] - Quote
Give it some goddam time!
Who cares what some sniper has to say
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the microwave
Zylak's Used Clones
0
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Posted - 2013.12.14 12:36:00 -
[9] - Quote
Talos, who's the sniper to which you refer? Just in case it's me (I mentioned I was in a minmatar light militia) I don't snipe. Not in 9 months - I suck at it in this game. (I like that; sniping should take a LOT of skill. Too easy in many games!) I use that suit for... grocery shopping, laundry... |
p q
Zylak's Used Clones
33
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Posted - 2013.12.15 07:42:00 -
[10] - Quote
Ok, maybe the tank issue was a little more serious than I thought. I play a lot of Dom, there are some maps where tanks a non-factor. But I believe CCP has said it is still "balancing" vehicles, so maybe the tank problem will be short lived. In the meantime, I guess we better make sure we have tanks on our side and skill up on those plasma cannons |
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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
978
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Posted - 2013.12.15 12:48:00 -
[11] - Quote
laser R.I.P deleted Dust 514
Back to playing
Dragons Dogma
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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