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Thread Statistics | Show CCP posts - 3 post(s) |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4837
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Posted - 2014.01.13 08:12:00 -
[1] - Quote
CCP has a bad habit of releasing valuable information that the community would love to hear and provide feedback for, but hiding it within random threads. So I am here to bring it more closely to everyone's attention.
https://forums.dust514.com/default.aspx?g=posts&m=1714234#post1714234
CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
ARC Commander
CPM Info and Q&A - Status: Open
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jerrmy12 kahoalii
The Phoenix Federation
345
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Posted - 2014.01.13 08:15:00 -
[2] - Quote
Aero Yassavi wrote:CCP has a bad habit of releasing valuable information that the community would love to hear and provide feedback for, but hiding it within random threads. So I am here to bring it more closely to everyone's attention. https://forums.dust514.com/default.aspx?g=posts&m=1714234#post1714234CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. mmmmmm, more armor tears...........im both so its a win win
I use a tablet so beware of typos
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CCP Saberwing
C C P C C P Alliance
846
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Posted - 2014.01.13 08:17:00 -
[3] - Quote
CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3139
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Posted - 2014.01.13 08:17:00 -
[4] - Quote
In the same thread, he mentions stuff like the "blast damage" resist on Sentinels being any kind of splash damage, and some bits about scouts (an interesting proposal for a Caldari scout EWAR ability).
The TTK bit was easily the biggest and most direct information we've had on that point though.
Join my cult.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4837
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Posted - 2014.01.13 08:18:00 -
[5] - Quote
CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) Love you long time Saberwing
ARC Commander
CPM Info and Q&A - Status: Open
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jerrmy12 kahoalii
The Phoenix Federation
345
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Posted - 2014.01.13 08:18:00 -
[6] - Quote
CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) while we're at it shield regulaters caldari assault base recharge delay caldari assault base recharge rate go
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
345
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Posted - 2014.01.13 08:20:00 -
[7] - Quote
Aero Yassavi wrote:CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) Love you long time Saberwing hey i think that was a stop sign that speed limit was 40 not 50
I use a tablet so beware of typos
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4838
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Posted - 2014.01.13 08:22:00 -
[8] - Quote
jerrmy12 kahoalii wrote:CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) while we're at it shield regulaters caldari assault base recharge delay caldari assault base recharge rate go I'd be more interested in the Caldari Heavy recharge delay. For a heavy that will focus on shields, it will not get the advantage of the ridiculous repair tool healing rate. I'm thinking the only way for the Caldari heavy to be viable is either to have an extremely small shield delay or perhaps even no shield delay all together. Of course, I'd also need to know the recharge rate.
ARC Commander
CPM Info and Q&A - Status: Open
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jerrmy12 kahoalii
The Phoenix Federation
345
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Posted - 2014.01.13 08:23:00 -
[9] - Quote
Aero Yassavi wrote:jerrmy12 kahoalii wrote:CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) while we're at it shield regulaters caldari assault base recharge delay caldari assault base recharge rate go I'd be more interested in the Caldari Heavy recharge delay. For a heavy that will focus on shields, it will not get the advantage of the ridiculous repair tool healing rate. I'm thinking the only way for the Caldari heavy to be viable is either to have an extremely small shield delay or perhaps even no shield delay all together. Of course, I'd also need to know the recharge rate. more interested in existing unbalanced suits/modules as i know caldari heavy will be awsome
I use a tablet so beware of typos
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8014
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Posted - 2014.01.13 08:24:00 -
[10] - Quote
Was hoping he'd reply to this before leaving
KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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R F Gyro
Clones 4u
1040
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Posted - 2014.01.13 08:25:00 -
[11] - Quote
yay!
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1188
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Posted - 2014.01.13 08:26:00 -
[12] - Quote
I just want a huge devblog so I have something to read while I'm not paying attention in class.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4838
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Posted - 2014.01.13 08:27:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:Was hoping he'd reply to this before leaving KAGEHOSHI Horned Wolf wrote:I very much appreciate the replies CCP Remnant. I tried to edit my post to add this, but didn't do so fast enough:
In regards to scouts. I am also worried about the effects of the new Gallente logi active scanner precision bonus on the scout's ability to be stealthy. I would recommend changing it to a range bonus, or nerfing the base precision of active scanners to compensate. Active scanners are already so prevalent as it is right now, and there is no active counter; passive scan is countered by passive dampening, but active scanner equipment has no equipment to counter it. There are prototype scanner variants that require 4 complex dampeners on a maxed out scout to evade (according to some calculations), and this is without the help of a precision bonus. I fear active scanners may severely hurt the stealth niche. I agree, but to be fair CCP may have already reduced active scanner precision to compensate, they seem to be changing a lot of other things. That's one of the problems with the Sisi information, we're all basing it on current stats instead of their reworked stats, but again to be fair to us what else are we suppose to base it on?
ARC Commander
CPM Info and Q&A - Status: Open
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jerrmy12 kahoalii
The Phoenix Federation
345
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Posted - 2014.01.13 08:28:00 -
[14] - Quote
Tallen Ellecon wrote:I just want a huge devblog so I have something to read while I'm not paying attention in class. school's boring and you learn nothing at some point onwards
I use a tablet so beware of typos
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1507
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Posted - 2014.01.13 08:29:00 -
[15] - Quote
Aero Yassavi wrote: I agree, but to be fair CCP may have already reduced active scanner precision to compensate, they seem to be changing a lot of other things. That's one of the problems with the Sisi information, we're all basing it on current stats instead of their reworked stats, but again to be fair to us what else are we suppose to base it on?
according to the Devs, stats come out this week.
We'll see if they follow through. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
7833
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Posted - 2014.01.13 08:29:00 -
[16] - Quote
Good news, although I'm not sure about a damage mod nerf. On one hand, it reduces TTK. On the other, if it was less effective people would just brick tank even more than they do now.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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CCP Saberwing
C C P C C P Alliance
846
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Posted - 2014.01.13 08:33:00 -
[17] - Quote
Breakin Stuff wrote:Aero Yassavi wrote: I agree, but to be fair CCP may have already reduced active scanner precision to compensate, they seem to be changing a lot of other things. That's one of the problems with the Sisi information, we're all basing it on current stats instead of their reworked stats, but again to be fair to us what else are we suppose to base it on?
according to the Devs, stats come out this week. We'll see if they follow through. Erm - where was that stated? I'll have to follow up - I'm not sure the stats are anywhere near final yet. The CPM are having a meeting with Remnant / Wolfman tomorrow to discuss.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4840
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Posted - 2014.01.13 08:34:00 -
[18] - Quote
Arkena Wyrnspire wrote:Good news, although I'm not sure about a damage mod nerf. On one hand, it reduces TTK. On the other, if it was less effective people would just brick tank even more than they do now. We'll see. I'd say clearly right now people are finding 10% damage buff to be more valuable than 72.6 shield (66 from the complex then 10% extra from the skill). A reduction to damage mods is long overdue. Let's just hope they don't take it too far.
ARC Commander
CPM Info and Q&A - Status: Open
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Lucrezia LeGrand
204
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Posted - 2014.01.13 08:36:00 -
[19] - Quote
how come it's so hard to find this information? T-T Anyways, thanks for the heads up. Changes for TTK are going to feel weird, I've just now got used to current settings. o_O
ya- hoi hoi
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4840
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Posted - 2014.01.13 08:36:00 -
[20] - Quote
CCP Saberwing wrote:Breakin Stuff wrote:Aero Yassavi wrote: I agree, but to be fair CCP may have already reduced active scanner precision to compensate, they seem to be changing a lot of other things. That's one of the problems with the Sisi information, we're all basing it on current stats instead of their reworked stats, but again to be fair to us what else are we suppose to base it on?
according to the Devs, stats come out this week. We'll see if they follow through. Erm - where was that stated? I'll have to follow up - I'm not sure the stats are anywhere near final yet. The CPM are having a meeting with Remnant / Wolfman tomorrow to discuss. I believe he is referring to this, which does make it seem like we could be getting a dev blog this week. https://forums.dust514.com/default.aspx?g=posts&m=1699530#post1699530
CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback.
ARC Commander
CPM Info and Q&A - Status: Open
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steadyhand amarr
Bragian Order Amarr Empire
2138
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Posted - 2014.01.13 08:41:00 -
[21] - Quote
Finally just finally why didnt they post that months ago or last month all we wanted to here looking forword to 1.8
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1188
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Posted - 2014.01.13 08:41:00 -
[22] - Quote
From what I hear 1.8 is definitely going to be a step in the right direction. Maybe some steps back but more steps forward like 1.7.
The only thing I'd like is if they made dual tanking impractical. Having different types of damage mods that worked on low slots. Rate of fire and clip increase mods in the low slots might make shield tanking more practical.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Monkey MAC
Lost Millennium
1569
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Posted - 2014.01.13 08:42:00 -
[23] - Quote
Aero Yassavi wrote:CCP has a bad habit of releasing valuable information that the community would love to hear and provide feedback for, but hiding it within random threads. So I am here to bring it more closely to everyone's attention. https://forums.dust514.com/default.aspx?g=posts&m=1714234#post1714234CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
Hmm that could potentially be an inspired move, potentially. Good spot Yassavi
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7833
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Posted - 2014.01.13 08:45:00 -
[24] - Quote
Aero Yassavi wrote:Arkena Wyrnspire wrote:Good news, although I'm not sure about a damage mod nerf. On one hand, it reduces TTK. On the other, if it was less effective people would just brick tank even more than they do now. We'll see. I'd say clearly right now people are finding 10% damage buff to be more valuable than 72.6 shield (66 from the complex then 10% extra from the skill). A reduction to damage mods is long overdue. Let's just hope they don't take it too far.
A reduction to what, though?
In a straight fight with most weapons shield extenders outperform damage mods. People prefer damage mods because not only does it help them a bit in a straight fight, it also offers a tactical advantage as you become able to gank people quickly.
But if that is reduced significantly then shield extenders become more valuable as the effective protection they can provide, especially with an increased TTK, begins to far outweigh damage mods in a straight fight and the tactical advantage of damage mods disappears against such hardened targets.
Presently, they may seem over the top because of the low TTK. But I am afraid they'll shortly get a massive nerf and the only viable highslot module will be shield extenders.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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CCP Saberwing
C C P C C P Alliance
849
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Posted - 2014.01.13 08:45:00 -
[25] - Quote
Aero Yassavi wrote:I believe he is referring to this, which does make it seem like we could be getting a dev blog this week.
Ah, I see! Just to gauge expectations realistically I'd say that this is something more likely to come over the next couple of weeks. We'd like to hold some discussions with the CPM and do some additional tinkering.
Also - more work goes in to actually creating and signing off on Dev Blogs than you'd expect! :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1507
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Posted - 2014.01.13 08:55:00 -
[26] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:I believe he is referring to this, which does make it seem like we could be getting a dev blog this week.
Ah, I see! Just to gauge expectations realistically I'd say that this is something more likely to come over the next couple of weeks. We'd like to hold some discussions with the CPM and do some additional tinkering. Also - more work goes in to actually creating and signing off on Dev Blogs than you'd expect! :)
A bit more communication would go a long way to reduce the idiotic levels of speculation. |
Piraten Hovnoret
molon labe. Public Disorder.
225
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Posted - 2014.01.13 08:56:00 -
[27] - Quote
I am just happy that you are doing something about the TTK. I am for once looking forward to the changes.
Have one question to the devs (CCP) Are you guys looking into the AR burst and tac? As I understand they got nerfed to damage/clip/range back in the days. That nerf feels kind of out of date with the CR and the RR as it is now!
Regards
War never changes
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3139
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Posted - 2014.01.13 08:57:00 -
[28] - Quote
Arkena Wyrnspire wrote:Aero Yassavi wrote:Arkena Wyrnspire wrote:Good news, although I'm not sure about a damage mod nerf. On one hand, it reduces TTK. On the other, if it was less effective people would just brick tank even more than they do now. We'll see. I'd say clearly right now people are finding 10% damage buff to be more valuable than 72.6 shield (66 from the complex then 10% extra from the skill). A reduction to damage mods is long overdue. Let's just hope they don't take it too far. A reduction to what, though? In a straight fight with most weapons shield extenders outperform damage mods. People prefer damage mods because not only does it help them a bit in a straight fight, it also offers a tactical advantage as you become able to gank people quickly. But if that is reduced significantly then shield extenders become more valuable as the effective protection they can provide, especially with an increased TTK, begins to far outweigh damage mods in a straight fight and the tactical advantage of damage mods disappears against such hardened targets. Presently, they may seem over the top because of the low TTK. But I am afraid they'll shortly get a massive nerf and the only viable highslot module will be shield extenders.
Shields do have great tactical advantages, but they're less evident with TTK so short - that's quite true. We've been under the short TTK hammer since.... 1.4 though? If they're only adjusting damage, and aim magnetism, etc. are staying the same - this could work. I've kinda assumed as they work around these things that measures like the larger nerf to Scout speed since Chromosome, or the AA being added are to help compensate for latency and engine issues.
It was observed that even without damage mods, something like a MLT AR (any auto gun really) could tear someone apart quite quickly. The effect was greater on the high end with mod stacking. So, I guess this attempts to address both points while leaving AA in place for network issues?
I'm happy to see TTK addressed in any fashion, but this is possibly a tripartite hit: Weapon Damage Reduced Damage Mods Adjusted Proficiency Limited to Shields/Armor (possible)
That's a fair number of things to be adjusting at the same time. They might want to hold off on modifying profiency, though I like the idea of making the relative weapon strengths more useful.
Join my cult.
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Vell0cet
SVER True Blood Public Disorder.
781
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Posted - 2014.01.13 09:13:00 -
[29] - Quote
Best news I've read in a long time. Let's hope they focus primarily on nerfing damage to the racial assault rifles and the SMG that got the huge TTK buff with the hit detection changes in 1.6. I expect further refinement will be necessary over the coming months, but it's great to hear CCP has listened to our feedback and is planning on addressing the problem.
I also like the idea of emphasizing the damage to either shields or armor. That makes for more interesting tactics.
Quick/Dirty Test Range Idea
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4849
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Posted - 2014.01.13 09:16:00 -
[30] - Quote
Also CCP Remnant stated the following just awhile ago https://forums.dust514.com/default.aspx?g=posts&m=1714401#post1714401
CCP Remnant wrote:I like the idea of a 5% reduction of CPU/PG of all light weapons and sidearms per level a lot.
So even further TTK reduction, though this skill swap would be much better than the 5% ROF bonus that not many people seem to like.
ARC Commander
CPM Info and Q&A - Status: Open
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1189
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Posted - 2014.01.13 09:23:00 -
[31] - Quote
I only want one thing in 1.8.
Make all the infantry things relevant. Is that too much to ask?
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4871
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Posted - 2014.01.13 10:16:00 -
[32] - Quote
Tallen Ellecon wrote:I only want one thing in 1.8.
Make all the infantry things relevant. Is that too much to ask? That's actually quite a challenge with how many factors you must consider in this game.
ARC Commander
CPM Info and Q&A - Status: Open
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
234
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Posted - 2014.01.13 11:10:00 -
[33] - Quote
My opinion?
Leave the HMG alone FFS. It's finally in an almost decent place (still needs 5m more range).
If they buffed the HMG for 5 weeks just to nerf it back down to where it's still outperformed by CR/RR/SCR at 15m, I'm going to quit. Again. |
OZAROW
Dem Durrty Boyz Renegade Alliance
1209
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Posted - 2014.01.13 11:23:00 -
[34] - Quote
Aero Yassavi wrote:jerrmy12 kahoalii wrote:CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) while we're at it shield regulaters caldari assault base recharge delay caldari assault base recharge rate go I'd be more interested in the Caldari Heavy recharge delay. For a heavy that will focus on shields, it will not get the advantage of the ridiculous repair tool healing rate. I'm thinking the only way for the Caldari heavy to be viable is either to have an extremely small shield delay or perhaps even no shield delay all together. Of course, I'd also need to know the recharge rate. Prototype flux nades and a shotgun= buckets of tears
SUPER NOVA KNIFE SAIYAN 4
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Agrios Endendros
Single Serving Friends
105
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Posted - 2014.01.13 12:38:00 -
[35] - Quote
jerrmy12 kahoalii wrote:Tallen Ellecon wrote:I just want a huge devblog so I have something to read while I'm not paying attention in class. school's boring and you learn nothing at some point onwards
Go away scammer.
PSA: jerrmy12 kahoalii is a lowlife scammer. Link 1
Link 2
Link 3
Agrios Endendros Heavy
Haruko Endendros AV Logi ~ Canti Endendros Pilot ~ Zero Endendros Support Logi
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Michael-J-Fox Richards
molon labe. Public Disorder.
15
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Posted - 2014.01.13 12:42:00 -
[36] - Quote
i remember when i was a kid i saw the trailer for the movie "A Time To Kill" in the theaters and thought it was funny, i was yelling "yes they deserved to die! and i hope they burn in hell!" way before that ******* dave chapelle was on the scene
http://www.youtube.com/watch?v=A3jzMyYgPQs
http://www.youtube.com/watch?v=EHapAsmvGEU
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Griffter D'nan
Seraphim Auxiliaries
5
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Posted - 2014.01.13 13:03:00 -
[37] - Quote
There is one unsettling thing, dear CCP Devs, because this means *another* AV nerf and sniper rifle nerf to point that only thale and charge would be viable option. Please reconsider that, because we have a AV crisis, and serious problem with full-time redline thale snipers (I still want to counter that by using ishukone SR with 3 dmg mode to kill pesky sniper before he move his tanked dropsuit behind deep-redlined cover. And yes, there is no other way to remove that guys from sniper nests.) |
Garrett Blacknova
Codex Troopers
4287
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Posted - 2014.01.13 13:11:00 -
[38] - Quote
Griffter D'nan wrote:There is one unsettling thing, dear CCP Devs, because this means *another* AV nerf and sniper rifle nerf to point that only thale and charge would be viable option. Please reconsider that, because we have a AV crisis, and serious problem with full-time redline thale snipers (I still want to counter that by using ishukone SR with 3 dmg mode to kill pesky sniper before he move his tanked dropsuit behind deep-redlined cover. And yes, there is no other way to remove that guys from sniper nests.) Because explicitly stating that there WON'T be a blanket nerf on all weapons means they'll be nerfing everything. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
940
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Posted - 2014.01.13 13:24:00 -
[39] - Quote
It's nice to see CCP have a similar idea to proficiency changes to me, I posted here (among other places) weeks ago that we should change proficiency skills to something other than a blanket damage buff, and they are even doing one of my alternatives and making them only increase the damage for that weapon's strength.
Not saying they took the idea from me, just saying it's nice to see an idea I was pushing for be implemented despite having serious doubts it was even possible for them to do. +1 to all CCP Devs for the rest of the day!
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Griffter D'nan
Seraphim Auxiliaries
5
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Posted - 2014.01.13 13:26:00 -
[40] - Quote
Garrett Blacknova wrote:Because explicitly stating that there WON'T be a blanket nerf on all weapons means they'll be nerfing everything.
Well, new dmg mod (like light dmg boost) and new proficiency means that using swarms and AV granades against shields (+20% damage bonus to armour. -20% damage penalty to shields), forge and sniper rifle against armour (+10% damage bonus to shields. -10% damage penalty to armour) will be much harder. Yes, they can make proficiency different for each weapon, but light dmg boost is one for all of them (except forge and grenades of course) |
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Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
112
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Posted - 2014.01.13 13:39:00 -
[41] - Quote
It doesn't make sense to address TTK until the eight new suits are introduced and we see what the TTK's are for the new heavies and commandos. Also, we need to see how fast an uncloaked scout can burn down the various suits.
Enlightened Indoctrination Blog
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Griffter D'nan
Seraphim Auxiliaries
5
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Posted - 2014.01.13 13:47:00 -
[42] - Quote
Dirks Macker wrote:It doesn't make sense to address TTK until the eight new suits are introduced and we see what the TTK's are for the new heavies and commandos. Also, we need to see how fast an uncloaked scout can burn down the various suits. +1. And AFIK winmatar assault suit have crazy dmg potential (Sisi stats). Passive armour rep (devs didnt remove that. right?), bonus to dmg mods(!), and many hi-slots. Possible FOTM? |
Spectral Clone
Dust2Dust. Top Men.
1032
|
Posted - 2014.01.13 14:02:00 -
[43] - Quote
Looks good. Especially if the the proficiency change is implemented, making weapon profiles and tanking type more relevant.
Doesnt matter in Dust 514: PC. FW Standing. Tanking Type. Other mods than DMG or HP.
Does matter in Dust 514: Rifles.
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
940
|
Posted - 2014.01.13 14:14:00 -
[44] - Quote
Griffter D'nan wrote:Dirks Macker wrote:It doesn't make sense to address TTK until the eight new suits are introduced and we see what the TTK's are for the new heavies and commandos. Also, we need to see how fast an uncloaked scout can burn down the various suits. +1. And AFIK winmatar assault suit have crazy dmg potential (Sisi stats). Passive armour rep (devs didnt remove that. right?), bonus to dmg mods(!), and many hi-slots. Possible FOTM? Glass cannon fits are hard to make FOTM, so I don't see our Matari suit ever hitting that point unless we manage to gain better armor tanking capabilities, either through higher PG/CPU or through base suit HP buffs. Neither of which I can really see happening. Now.... depending on the base speed of our Commando's & Heavies.... we may see some interesting movements there....
I certainly hope Minmatar Assault does not become FOTM, I really like being one of the few who use them. I specced to proto Minnie Assault in less than 10 minutes of logging into Uprising 1.0 (started DLing it the moment it was up for download lol) and have been proud to have been one of the few Matari assault players from day 1, I don't want a bunch of FOTM chasers flooding our ranks. I'm happy to see we are finally getting some much needed attention in the upcoming build, but being the next FOTM doesn't sound appealing in the slightest.
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
|
Dusters Blog
Galactic News Network
522
|
Posted - 2014.01.13 14:23:00 -
[45] - Quote
this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
941
|
Posted - 2014.01.13 14:59:00 -
[46] - Quote
Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. It increases the importance of smart squadplay and tactical maneuvering. It also makes a gunfight an actual gun fight rather than a DPS fight.
Teiricide is unnecessary as long as people are willing to learn to play smart instead of trying to run-and-gun. That is what drew many of us closed beta vet's to this game long ago, and it is what we've waited around this long to see again. Tactical play trumps many things right now, but with increased TTK it will trump everything. As it should.
BRING ME MY TTK FIX NAO!!!
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
|
Garrett Blacknova
Codex Troopers
4297
|
Posted - 2014.01.13 15:03:00 -
[47] - Quote
Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. Short TTK for the wrong reasons is as bad as having a broken tier system.
Tiericide is a good thing, but this is the wrong approach to achieving it. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4914
|
Posted - 2014.01.13 15:31:00 -
[48] - Quote
Guys, the Proficiency change isn't necessarily happen, read what he wrote.
Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. And killing someone instantly just because you got the jump and looked at them is skillful? Low TTK is bad, this is what we have now High TTK is also bad, as you described CCP needs to find the sweet spot, and that sweet spot is definitely higher than the current TTK.
ARC Commander
CPM Info and Q&A - Status: Open
|
NextDark Knight
Hellstorm Inc League of Infamy
127
|
Posted - 2014.01.13 15:52:00 -
[49] - Quote
I just think how long it takes already to kill a tanked out suit. Tread lightly on ttk.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
|
Dusters Blog
Galactic News Network
526
|
Posted - 2014.01.13 16:48:00 -
[50] - Quote
ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. |
|
Tolen Rosas
Kang Lo Directorate Gallente Federation
285
|
Posted - 2014.01.13 16:50:00 -
[51] - Quote
Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions.
^ this |
Vell0cet
SVER True Blood Public Disorder.
781
|
Posted - 2014.01.13 16:52:00 -
[52] - Quote
Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. This is the wrong approach to solving the new players being slaughtered, since it cripples the gameplay for everyone else. Why is this a better approach than having an optional second-tier academy called "cadet match" where new players can fight each other until they hit some SP threshold (like 2-5 mill SP or so)?
1.4-1.5 had a TTK that was pretty close to the sweet-spot (maybe slightly too short). The bunny hopping problem was largely addresses in 1.4.
Quick/Dirty Test Range Idea
|
Garrett Blacknova
Codex Troopers
4302
|
Posted - 2014.01.13 17:01:00 -
[53] - Quote
Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good.
Making even everyone die so fast the only factor is who pulled the trigger first is bad.
Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be. |
Daxxis KANNAH
Distinct Covert Initiative
627
|
Posted - 2014.01.13 17:02:00 -
[54] - Quote
From a logic standpoint how can proficiency affect a weapon doing more damage to armor / shield? - Do you fire it at a different angle
Now if Damage mods did this it makes more sense - You could equip a mod to increase certain damage through (insert your physics or space magic)
I would still like to see Proficiency only give an efficacy multiplier to damage mods and have the mods tied to individual weapons. So if you are AR proficient you have mods for that weapon. You dont have to train one skill which gives you mods for all weapons.
- It also removes the 15% blanket damage that only gets increased once you start adding damage mods on top of that. - It also removes standard/militia weapons having more damage output than advanced/proto weapons (in another players hands) just because you have skilled up in proficiency.
In your blind spot
|
Vell0cet
SVER True Blood Public Disorder.
781
|
Posted - 2014.01.13 17:03:00 -
[55] - Quote
Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be. Not to mention it makes the only viable fits, huge buffer tanks + DMG mods. Very little variety in fittings since 1.6.
Quick/Dirty Test Range Idea
|
Dusters Blog
Galactic News Network
526
|
Posted - 2014.01.13 17:05:00 -
[56] - Quote
it may be time to accept the fact that dust may never have a large playerbase. even when its fixed its not the game for everyone. the casuals that have unrestricted access to it because its F2P tend to prefer a different flavor of game. this makes any kind of matchmaking moot because then devs have to focus on filling matches rather than separating players by metalevel. unless ur ok with waiting 10m for a game?
the playerbase is tiny and the game struggles to retain new players. those are facts. making decisions based on situations that dont exist and what u hope for, rather than reality defies logic. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
78
|
Posted - 2014.01.13 17:07:00 -
[57] - Quote
If you want to stop newberries from getting slaughtered, just increase battle academy to 6m-8m sp, so they have time to get a decent suit before getting sent to the chopping block. Or create a new game mode that only allows starter fits or basic gear.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
|
Tyjus Vacca
Valor Coalition
74
|
Posted - 2014.01.13 17:10:00 -
[58] - Quote
Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be.
Short TTK is the norm in quality shooters, remember? MAG, BF, COD all have short TTKs. Fans of the genre are used to it, not the other way around.
I'm a scout and have no problem with short TTK. It makes me more careful and makes combat more realistic imo. |
Garrett Blacknova
Codex Troopers
4303
|
Posted - 2014.01.13 17:24:00 -
[59] - Quote
Tyjus Vacca wrote:Short TTK is the norm in quality shooters, remember? MAG, BF, COD all have short TTKs. Fans of the genre are used to it, not the other way around.
I'm a scout and have no problem with short TTK. It makes me more careful and makes combat more realistic imo. To be fair, most allegedly "quality" FIRST PERSON shooters have short TTK, but they're modern-day "realistic" shooters, not Sci-Fi shooters. Most sci-fi shooters are third person, and those tend to have significantly higher TTK than the average modern-world FPS.
Add in the fact that most of the playerbase for DUST dislike at least two of your examples, and many of us enjoyed games like Transformers: War for Cybertron and Fall of Cybertron with a longer TTK, or Section 8, which also had comparatively long TTk compared with the games you listed, and people who play on XBox will often be seen citing Halo as an example to follow - again with higher TTK.
You're also forgetting this is a class-based game. Heavies in quality class-based FPS games like Team Fortress and the Enemy Territory games can take quite a beating before going down, especially when there's a medic around to help.
The Last of Us is considered a quality shooter by many people and also has a rather long TTK. It's not a Sci-Fi shooter, but it's not particuarly invested in pretending to be "realistic" either.
And as a Scout, you should understand that short TTK doesn't have any impact on your suit anyway - even if they improve TTK for most suits, we're MEANT to be practically made of paper. We will be dying fast anyway. OTHER suits shouldn't be dying as fast as they do. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4922
|
Posted - 2014.01.13 17:40:00 -
[60] - Quote
Tyjus Vacca wrote:Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be. Short TTK is the norm in quality shooters, remember? MAG, BF, COD all have short TTKs. Fans of the genre are used to it, not the other way around. I'm a scout and have no problem with short TTK. It makes me more careful and makes combat more realistic imo. Well of course someone who only played scout would want short TTK since you're going own very quickly anyways so might as well take the enemies down quickly too, but in terms of the overall gameplay it is just not good for a game like Dust with a strong emphasis on classes and customization to have a short TTK.
ARC Commander
CPM Info and Q&A - Status: Open
|
|
Ku Shala
Onuoto Uakan Huogaatsu
752
|
Posted - 2014.01.13 17:47:00 -
[61] - Quote
CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :)
Blue tag= not quite a tea bag not quite a blueball
Onuoto Uakan Huogaatsu Apply today!
For the State
Caldari Loyalist
|
Mordecai Sanguine
What The French
271
|
Posted - 2014.01.13 17:48:00 -
[62] - Quote
Scalesdini wrote:My opinion?
Leave the HMG alone FFS. It's finally in an almost decent place (still needs 5m more range).
If they buffed the HMG for 5 weeks just to nerf it back down to where it's still outperformed by CR/RR/SCR at 15m, I'm going to quit. Again.
HMG now instant kill even more than before (before uprising.) That's NOT because rifles can outperform something that we need to buff it. Simply nerf these 4 rifles : Problem of weapon balance since 2 months : ruled.
Heavy Sentinel are supposed to TANK not to instant kill everything they see. Commandos is the Heavy DPS not sentinel.
And don't EVEN bring the "it's a Heavy weapon !". Actually it takes NOTHING to fit a HMG. If it would takes same pG/CPU than Forge gun then maybe you could use it as an argument. Right now you can't. 5PG for STD level ? Even RR takes more and SCR is twice more.
Heavy are not supposed to kill everybody. They are supposed to survive from fire from "almost" everybody.
More damage for Heavy ? NO. More resistance ? YES.
|
Tyjus Vacca
Valor Coalition
74
|
Posted - 2014.01.13 17:53:00 -
[63] - Quote
Aero Yassavi wrote:Tyjus Vacca wrote:Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be. Short TTK is the norm in quality shooters, remember? MAG, BF, COD all have short TTKs. Fans of the genre are used to it, not the other way around. I'm a scout and have no problem with short TTK. It makes me more careful and makes combat more realistic imo. Well of course someone who only played scout would want short TTK since you're going own very quickly anyways so might as well take the enemies down quickly too, but in terms of the overall gameplay it is just not good for a game like Dust with a strong emphasis on classes and customization to have a short TTK.
u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear. |
Reiki Jubo
Amarr Templars Amarr Empire
232
|
Posted - 2014.01.13 17:55:00 -
[64] - Quote
Aero Yassavi wrote:Guys, the Proficiency change isn't necessarily happen, read what he wrote. Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. And killing someone instantly just because you got the jump and looked at them is skillful? Low TTK is bad, this is what we have now High TTK is also bad, as you described CCP needs to find the sweet spot, and that sweet spot is definitely higher than the current TTK.
player aim, skill and battlefield awareness will always trump seeing someone first. alot of you guys sound mad u cant just soak up bullets from new players anymore. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4922
|
Posted - 2014.01.13 17:55:00 -
[65] - Quote
Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim.
ARC Commander
CPM Info and Q&A - Status: Open
|
Mordecai Sanguine
What The French
271
|
Posted - 2014.01.13 17:58:00 -
[66] - Quote
Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote:Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be. Short TTK is the norm in quality shooters, remember? MAG, BF, COD all have short TTKs. Fans of the genre are used to it, not the other way around. I'm a scout and have no problem with short TTK. It makes me more careful and makes combat more realistic imo. Well of course someone who only played scout would want short TTK since you're going own very quickly anyways so might as well take the enemies down quickly too, but in terms of the overall gameplay it is just not good for a game like Dust with a strong emphasis on classes and customization to have a short TTK. u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect. FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
Right now TTK has NEVER been worse. The game lost the meaning of "tanking". There's no point avbout fitting optimization. Front fit is the same than my Logi fit. You aim you shoot it dies END.
SMG is the weapons that has receive one of the biggest buff since hit detection and became as powerful than primary weapons. NK has receive special optimisation.
So YES you found it "perfect" that's maybe because it buff you wit something like 3x more power. And the fact that you have less life don't count anymore. 150hp or 700hp it dies in 1-2 sec. |
Bethhy
Ancient Exiles. Renegade Alliance
817
|
Posted - 2014.01.13 18:01:00 -
[67] - Quote
Reduction in damage mod efficacy will hurt the Minmatar assault! oh how that suit is always the victim of unintentional collateral nerf's. |
Tyjus Vacca
Valor Coalition
74
|
Posted - 2014.01.13 18:03:00 -
[68] - Quote
Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim.
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. |
Dusters Blog
Galactic News Network
530
|
Posted - 2014.01.13 18:08:00 -
[69] - Quote
Reiki Jubo wrote:Aero Yassavi wrote:Guys, the Proficiency change isn't necessarily happen, read what he wrote. Dusters Blog wrote:this may be unpopular but we hope TTK stays as is as we support tiercide. the biggest hurdle for new players is the health gap that ensures they have virtually no chance to kill high SP players [see their kdrs for proof]
the game will always struggle if high sp players have 3 and 4 times the health of beginners. the game should be focused on skill and have better gear & skills provide more subtle advantages. we ahve enjoyed seeing kills with militia weapons and we hope it continues. the days of the 4 minute bunnyhop battle are long gone and lets face it, they should be. And killing someone instantly just because you got the jump and looked at them is skillful? Low TTK is bad, this is what we have now High TTK is also bad, as you described CCP needs to find the sweet spot, and that sweet spot is definitely higher than the current TTK. player aim, skill and battlefield awareness will always trump seeing someone first. alot of you guys sound mad u cant just soak up bullets from new players anymore.
I hate 2 say it, but QFT^. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4925
|
Posted - 2014.01.13 18:09:00 -
[70] - Quote
Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. I'm performing well in this build too, that doesn't mean that all is well or that that makes my opinions instantly right. And yes, it is a widely accepted opinion that TTK is too low. Just read the forums. Heck, even CCP thinks TTK is too low, they stated so last night.
I think you're confusing me arguing against something as complaining that I am underperforming, which I can assure you is not the case. You're going to have to provide stronger arguments than that.
ARC Commander
CPM Info and Q&A - Status: Open
|
|
Zahle Undt
Bullet Cluster Legacy Rising
547
|
Posted - 2014.01.13 18:09:00 -
[71] - Quote
Lucrezia LeGrand wrote:how come it's so hard to find this information? T-T Anyways, thanks for the heads up. Changes for TTK are going to feel weird, I've just now got used to current settings. o_O
That's one of the great things about Dust 514 every time the dev team changes something its almost like playing a completely different game again |
Dusters Blog
Galactic News Network
530
|
Posted - 2014.01.13 18:16:00 -
[72] - Quote
Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim.
Evidence? Well why didnt u say so? Look at the KDRs of players before TTK was lowered and after. Look at rucdoc's site.....Weeklys are now in the 1.5 - 2.0 range and most are dropping fast. Before that anything lower than 3.0 couldn't be considered elite. Many people were in the 5/6 range and higher...why? because high SP players could farm new players like nothing you've ever seen. Now no one can just shrug off a militia assault rifle and ur whining about it.
Look at the KDRs in quality shooters and compare them. Above a 3.0 is something only snipers usually see. Here its the norm if ur any good. Some of you are seeing your KDRs dive and ur taking it personally when u shouldnt because the game itself is getting better. |
Mordecai Sanguine
What The French
271
|
Posted - 2014.01.13 18:18:00 -
[73] - Quote
Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
That's when someone is talking about "skill" that we know Dust has lose his RPG side.
"lowest total health" as you said yourself it's now IMPOSSIBLE to soak up bullets. So you have 50hp or 500 that's the same. Diffrence : You're twice faster can dodge weeeeeell easier.
I choosed to tank bullets in the price of huge penality. Now i can't tank but still have the penalities.
You : Your penality have been aborted and you keep ryour advantages. You can't really talk. My alt is scout/commando 8.1 million Sp. When i'm playing scout it's as easy than my 18 million Logi. Just different way to play. Only being scanned can become difficult. |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
604
|
Posted - 2014.01.13 18:24:00 -
[74] - Quote
The real problem is Rifles TTK is fine for every weapon in the game other the Rifles. It makes more sense just to nerf Rifles and keep everything else the way it is. |
Prius Vecht
Red and Silver Hand Amarr Empire
178
|
Posted - 2014.01.13 18:35:00 -
[75] - Quote
Aero Yassavi wrote:Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. I'm performing well in this build too, that doesn't mean that all is well or that that makes my opinions instantly right. And yes, it is a widely accepted opinion that TTK is too low. Just read the forums. Heck, even CCP thinks TTK is too low, they stated so last night. I think you're confusing me arguing against something as complaining that I am underperforming, which I can assure you is not the case. You're going to have to provide stronger arguments than that.
Are you sure? Because it sounds like complaining because things are like you like them. Like many people in this thread have already pointed out, weapons from new players now have bite too and many of you dont like it. I see people complaining about DPS but when u benefit from the same system.
"I used to have time to react" react to wait? GETTING HIT. At that point many of you can turn around and out-DPS the new player and then pretend like you're really good....when thats not the case. Someone already said it: Aim and BF Awareness will always win over seeing someone first.
Shooters will always favor the person who lands the most shots the fastest and damage. That's not going to change, people. Sure, knowing EVE mechanics is now a big part but it wont win a gunfight for you. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
7842
|
Posted - 2014.01.13 18:41:00 -
[76] - Quote
Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you.
I don't have to explain to you, because my KDR is higher than yours.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
944
|
Posted - 2014.01.13 18:44:00 -
[77] - Quote
Dusters Blog wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. Evidence? Well why didnt u say so? Look at the KDRs of players before TTK was lowered and after. Look at rucdoc's site.....Weeklys are now in the 1.5 - 2.0 range and most are dropping fast. Before that anything lower than 3.0 couldn't be considered elite. Many people were in the 5/6 range and higher...why? because high SP players could farm new players like nothing you've ever seen. Now no one can just shrug off a militia assault rifle and ur whining about it. Look at the KDRs in quality shooters and compare them. Above a 3.0 is something only snipers usually see. Here its the norm if ur any good. Some of you are seeing your KDRs dive and ur taking it personally when u shouldnt because the game itself is getting better. You are acting like the nerfs are only hitting the militia weapons. Actually, they will be hitting the higher SP players harder. If, for instance, they drop all assault rifle damage by 10%, 10% of the damage off of a militia AR will be less of a damage drop than 10% off of a Duvolle. Also, if the proficiency skill change is implemented, then the damage bonus high SP players using an AR have against armor will be removed altogether, further reducing the gap between high and low SP players.
So yes, low SP players will have to use up more of a clip to kill high SP players. And the same will be true in reverse. And you are only discussing the side of this that supports your arguments, despite the fact that it actually shortens the gap between new players and vets. Explain please?
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4940
|
Posted - 2014.01.13 18:49:00 -
[78] - Quote
Prius Vecht wrote:Aero Yassavi wrote:Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. I'm performing well in this build too, that doesn't mean that all is well or that that makes my opinions instantly right. And yes, it is a widely accepted opinion that TTK is too low. Just read the forums. Heck, even CCP thinks TTK is too low, they stated so last night. I think you're confusing me arguing against something as complaining that I am underperforming, which I can assure you is not the case. You're going to have to provide stronger arguments than that. Are you sure? Because it sounds like complaining because things aren't like you like them. Like many people in this thread have already pointed out, weapons from new players now have bite too and many of you dont like it. I see people complaining about DPS when u benefit from the same DPS/HP advantage system. "I used to have time to react" react to wait? GETTING HIT. At that point many of you can turn around and out-DPS the new player and then pretend like you're really good....when thats not the case. Someone already said it: Aim and BF Awareness will always win over seeing someone first. Shooters will always favor the person who lands the most shots the fastest and damage. That's not going to change, people. Sure, knowing EVE mechanics is now a big part but it wont win a gunfight for you. Really? So this is what it's come down to? I can't possibly be saying TTK is too low because I have a sincere concern about the game, the only reason I can possibly be saying TTK is too low is because I am underperforming and trying to twist things to better fit myself?
Some people need to grow a brain. Also I like you you provide quotes for stuff I never said in your arguments. As far as aim and BF awareness being the key factors, I agree. That is exactly why TTK needs to be increased. With low TTK, it doesn't matter how good your aim is or BF awareness, a few shots and you're dead.
ARC Commander
CPM Info and Q&A - Status: Open
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4940
|
Posted - 2014.01.13 18:51:00 -
[79] - Quote
Arkena Wyrnspire wrote:Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha
I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole.
ARC Commander
CPM Info and Q&A - Status: Open
|
Maken Tosch
Edimmu Warfighters Gallente Federation
6414
|
Posted - 2014.01.13 18:54:00 -
[80] - Quote
Breakin Stuff wrote:CCP Saberwing wrote:Aero Yassavi wrote:I believe he is referring to this, which does make it seem like we could be getting a dev blog this week.
Ah, I see! Just to gauge expectations realistically I'd say that this is something more likely to come over the next couple of weeks. We'd like to hold some discussions with the CPM and do some additional tinkering. Also - more work goes in to actually creating and signing off on Dev Blogs than you'd expect! :) A bit more communication would go a long way to reduce the idiotic levels of speculation.
Never underestimate the power of speculation.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7844
|
Posted - 2014.01.13 18:55:00 -
[81] - Quote
Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole.
I genuinely have a higher KDR than this guy, so consider this argument won.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
946
|
Posted - 2014.01.13 18:56:00 -
[82] - Quote
Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:Aero Yassavi wrote:Tyjus Vacca wrote: u might consider who ur talking to first. I fully understand and accept TTK for scouts will be short, assaults will be medium and heavies will be long in comparison..i have no problem with that. but right now TTK is about perfect.
FYI: i'm a Minmatar scout with 22M SP who uses the SMG and NK and specializes in CQC...my KDR is still well over 4 after the changes because of skill. Like he mentioned, make skill the #1 determiner as far as living or dying go. not gear.
What do you mean consider who I am talking to? What credibility do you bring to the table? If you're going to come in here and dispute the widely accepted opinion that TTK is too short, then you're going to have to provide some good evidence to support that claim. i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me. I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud. I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole. .........
Hang on. I'll be right back.....
**grabs sniper rifle and heads for the redline**
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7844
|
Posted - 2014.01.13 18:58:00 -
[83] - Quote
Baal Omniscient wrote: .........
Hang on. I'll be right back.....
**grabs sniper rifle and heads for the redline**
GL with that.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
947
|
Posted - 2014.01.13 19:08:00 -
[84] - Quote
If only I could tolerate it.... I can't STAND sniping. SOOOOOOOO boring.
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Cosgar
ParagonX
9080
|
Posted - 2014.01.13 19:15:00 -
[85] - Quote
Can someone articulately explain why longer TTK is supposedly bad without trying to drag new players into the argument for leverage? Core gameplay and new player experience may be the most neglected things in Dust, but they're two completely different things and should be treated as such. Saying that the current TTK is better for new players is pretty ignorant when everything other than extenders plates (and arguably repair modules) are pretty much a waste of SP. That -10% recharge delay on a militia shield regulator is pretty useless and barely noticeable when you have max skill on a complex. Damage profiles don't matter when you can just stack damage mods on a ScR to deal with a Gallente suit like you had a combat or rail rifle. These are game balancing issues that indirectly affect NPE but shouldn't be brought up in the same sentence.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Tyjus Vacca
Valor Coalition
74
|
Posted - 2014.01.13 19:27:00 -
[86] - Quote
Arkena Wyrnspire wrote:Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole. I genuinely have a higher KDR than this guy, so consider this argument won.
I highly doubt that. My alt is Tyrin Malik. eat thy heart out. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4949
|
Posted - 2014.01.13 19:29:00 -
[87] - Quote
Tyjus Vacca wrote:Arkena Wyrnspire wrote:Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole. I genuinely have a higher KDR than this guy, so consider this argument won. I highly doubt that. My alt is Tyrin Malik. eat thy heart out. You realize that he was saying that jokingly, right? Well I mean, he may have a higher KDR than you, but nonetheless he was saying it jokingly. He doesn't honestly believe whoever has a higher KDR wins the argument. And I sure hope you don't either.
ARC Commander
CPM Info and Q&A - Status: Open
|
Tolen Rosas
Kang Lo Directorate Gallente Federation
285
|
Posted - 2014.01.13 19:33:00 -
[88] - Quote
Arkena Wyrnspire wrote:Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole. I genuinely have a higher KDR than this guy, so consider this argument won.
I agree with Aero that KDR doesnt mean u make good suggestions but arent u a tanker? u cant possibly be serious. if he really is a minny scout and ur taking adv of FOTM mechanics ur comparison fails................................hard. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
947
|
Posted - 2014.01.13 19:36:00 -
[89] - Quote
Tolen Rosas wrote:Arkena Wyrnspire wrote:Aero Yassavi wrote:Arkena Wyrnspire wrote:Tyjus Vacca wrote:
i dont have to qualify myself. plenty of people know ive been here from the beginning and have excelled in every build. ur welcome to look up my stats in-game if u doubt me.
I think ur confusing opinions in ur head like 'widely accepted notion' with u and other scrubs whining becuz noobs can kill you now. I use the class with the lowest total health in the game and still dominate. my advice? get gud.
I disagree with you. I don't have to explain to you, because my KDR is higher than yours. That is exactly how these guys are coming off as. Whoever has the highest KDR wins the arguments. Haha I'd say the guys so concerned with their KDR are probably the guys more likely to be twisting the statistics in order to mold the game to their personal gain without concern for the game as a whole. I genuinely have a higher KDR than this guy, so consider this argument won. I agree with Aero that KDR doesnt mean u make good suggestions but arent u a tanker? u cant possibly be serious. if he really is a minny scout and ur taking adv of FOTM mechanics ur comparison fails................................hard. Actually, last I saw he was a Gallogi with an ScR.
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
|
Tolen Rosas
Kang Lo Directorate Gallente Federation
285
|
Posted - 2014.01.13 19:39:00 -
[90] - Quote
even still, would u compare the ga logi (another FOTM, but not for much longer) with a Minny scout? I dont know he's one for sure but that like comparing a WW2 plane to the F-22. |
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7846
|
Posted - 2014.01.13 19:41:00 -
[91] - Quote
Tolen Rosas wrote:even still, would u compare the ga logi (another FOTM, but not for much longer) with a Minny scout? I dont know he's one for sure but that like comparing a WW2 plane to the F-22. You've missed the point.
The point is that KDR is completely irrelevant here. Perhaps if I hadn't included the word 'genuinely' then the joke would have been more obvious.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
|
Zahle Undt
Bullet Cluster Legacy Rising
547
|
Posted - 2014.01.13 21:04:00 -
[92] - Quote
Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions.
Considering that suit base HP does not go up with level the HP totals are relatively close. I can get around 600 EHP on my Covenant C-1, about 700 on my M/1 assault, and about 800 EHP on Mk.0. So when you total it all up my proto suit that costs around 200K ISK can tank 7-8 AR rounds than my 15K suit. Granted the proto has a much better weapon etc...
But the fact remains that proto suits, guns, and equipment are not what are going to determine an engagement every time, they help sure, but they can be over come. People need to get away from the psycology of "that guy beat me because of proto" we all do it because the kill screen shows us what kills us and it is easier on our egos than "wow that guy killed me because he is better than me or because I played stupid"
BTW playing the game longer and having more XP gives you the advantage in every MMO that has that sort of RPG mechanic to it, but just because someone has an advantage does no mean they'll win. That's why in sports they don't just give the championship to the organization that has stacked the best athletes, they play the games. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
950
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Posted - 2014.01.13 22:09:00 -
[93] - Quote
Arkena Wyrnspire wrote:Tolen Rosas wrote:even still, would u compare the ga logi (another FOTM, but not for much longer) with a Minny scout? I dont know he's one for sure but that like comparing a WW2 plane to the F-22. You've missed the point. The point is that KDR is completely irrelevant here. Perhaps if I hadn't included the word 'genuinely' then the joke would have been more obvious. I would have thought that guy explaining your joke for you would have been obvious enough.....
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
950
|
Posted - 2014.01.13 22:12:00 -
[94] - Quote
Zahle Undt wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Considering that suit base HP does not go up with level the HP totals are relatively close. I can get around 600 EHP on my Covenant C-1, about 700 on my M/1 assault, and about 800 EHP on Mk.0. So when you total it all up my proto suit that costs around 200K ISK can tank 7-8 AR rounds than my 15K suit. Granted the proto has a much better weapon etc... But the fact remains that proto suits, guns, and equipment are not what are going to determine an engagement every time, they help sure, but they can be over come. People need to get away from the psycology of "that guy beat me because of proto" we all do it because the kill screen shows us what kills us and it is easier on our egos than "wow that guy killed me because he is better than me or because I played stupid" BTW playing the game longer and having more XP gives you the advantage in every MMO that has that sort of RPG mechanic to it, but just because someone has an advantage does no mean they'll win. That's why in sports they don't just give the championship to the organization that has stacked the best athletes, they play the games. Well said.
Buff passive scans & fix TTK!
My Closed Beta Alts - Overlord Ulath, Overlord Bosse, Overlord Zero
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7857
|
Posted - 2014.01.13 22:18:00 -
[95] - Quote
Baal Omniscient wrote:Arkena Wyrnspire wrote:Tolen Rosas wrote:even still, would u compare the ga logi (another FOTM, but not for much longer) with a Minny scout? I dont know he's one for sure but that like comparing a WW2 plane to the F-22. You've missed the point. The point is that KDR is completely irrelevant here. Perhaps if I hadn't included the word 'genuinely' then the joke would have been more obvious. I would have thought that guy explaining your joke for you would have been obvious enough.....
Sometimes you have to be -really- obvious. Like smash people in the face obvious.
Though sometimes people still don't understand...
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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The Robot Devil
molon labe. Public Disorder.
1546
|
Posted - 2014.01.13 22:27:00 -
[96] - Quote
Aero Yassavi wrote:jerrmy12 kahoalii wrote:CCP Saberwing wrote:CCP Remnant posting like a boss. I'm blue tagging this thread more for the visibility. :) while we're at it shield regulaters caldari assault base recharge delay caldari assault base recharge rate go I'd be more interested in the Caldari Heavy recharge delay. For a heavy that will focus on shields, it will not get the advantage of the ridiculous repair tool healing rate. I'm thinking the only way for the Caldari heavy to be viable is either to have an extremely small shield delay or perhaps even no shield delay all together. Of course, I'd also need to know the recharge rate.
I kind of like the no delay for heavy shields. It would give them a truly unique feel and style. This is the kind of ideas we should be encouraging, bonuses and stats that make the suit unique or specialized when compared to the others.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Garrett Blacknova
Codex Troopers
4321
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Posted - 2014.01.13 22:39:00 -
[97] - Quote
Cosgar wrote:Can someone articulately explain why longer TTK is supposedly bad without trying to drag new players into the argument for leverage? Core gameplay and new player experience may be the most neglected things in Dust, but they're two completely different things and should be treated as such. Saying that the current TTK is better for new players is pretty ignorant when everything other than extenders plates (and arguably repair modules) are pretty much a waste of SP. That -10% recharge delay on a militia shield regulator is pretty useless and barely noticeable when you have max skill on a complex. Damage profiles don't matter when you can just stack damage mods on a ScR to deal with a Gallente suit like you had a combat or rail rifle. These are game balancing issues that indirectly affect NPE but shouldn't be brought up in the same sentence. Having TTK too short - like it is now - is bad because of several factors:
1. It reduces suit variety because stacking tanking mods doesn't provide realistic benefits because even with them, you die faster than you can turn around when flanked or caught from behind.
2. It makes the game too heavily luck and/or twitch based rather than being tactical and skill-based as it has been in many previous builds.
3. It reduces the importance of teamwork because a single AR mag can take out half a team, and having 2 people shoot a target makes so little difference you may as well find your own fight somewhere else.
On the other hand, long TTK like we used to have in DUST can also be bad for many reasons:
1. Part of the reason DUST's long TTK was a problem was - as acknowledged by the devs - a matter of poor hit detection. People weren't dying fast, but it wasn't because they were durable, it was because shots which SHOULD be hitting were passing through their victims or bouncing off their shields for no damage.
2. If TTK is too long, then mistakes aren't punished severely enough, because giving a player too much time to recover when flanked is just as bad as not giving them enough time to react. Getting the drop on an opponent - even if it's a matter of luck - should give you an edge.
3. Even with all the fancy sci-fi tech we're playing with to make ourselves invulnerable, the weapons are highly advanced too, and should be dealing significant damage even to our ultra-futuristic armour and shields. With TTK too long, it will feel like we're firing modern weapons at sci-fi soldiers, or peashooters at guys in kevlar armour. It's just not fun when you don't see any evidence that you're hurting the target.
4. The longer the TTK, the more likely it is that another player will turn the corner, see a nearly dead enemy, and shoot twice to steal your kill.
I know you said not to address this point, but if there are significant differences in health levels as you progress from Militia to Prototype, longer TTK will mean that this difference is more pronounced. Shortening TTK is a way to reduce the impact of these advantages. Really, though, the best method of tiericide is to actually reduce the advantage instead of using short TTK to simulate a reduced advantage. As I said previously, tiericide is good. Using overly-short TTK as a form of tiericide is the wrong approach. |
Prius Vecht
Red and Silver Hand Amarr Empire
178
|
Posted - 2014.01.13 23:06:00 -
[98] - Quote
'3. Even with all the fancy sci-fi tech we're playing with to make ourselves invulnerable, the weapons are highly advanced too, and should be dealing significant damage even to our ultra-futuristic armour and shields. With TTK too long, it will feel like we're firing modern weapons at sci-fi soldiers, or peashooters at guys in kevlar armour. It's just not fun when you don't see any evidence that you're hurting the target.'
Bingo, and if you read the lore death is quick, not some back and forth dance drawn out over a long period so guys feel like they have time to react. I would recommend some of you read Templar One as it sets a good example.
More to your point however, the lethality weapons of technology has always equaled [mostly surpassed] defensive capabilities in warfare, that wont change all of a sudden 20,000 yrs from now. Super solder tech simply isn't cost effective and with an supply of unlimited clones why would powerbrokers all of a sudden be adverse to soldiers dying? |
Cosgar
ParagonX
9084
|
Posted - 2014.01.14 04:52:00 -
[99] - Quote
Garrett Blacknova wrote:Cosgar wrote:Can someone articulately explain why longer TTK is supposedly bad without trying to drag new players into the argument for leverage? Core gameplay and new player experience may be the most neglected things in Dust, but they're two completely different things and should be treated as such. Saying that the current TTK is better for new players is pretty ignorant when everything other than extenders plates (and arguably repair modules) are pretty much a waste of SP. That -10% recharge delay on a militia shield regulator is pretty useless and barely noticeable when you have max skill on a complex. Damage profiles don't matter when you can just stack damage mods on a ScR to deal with a Gallente suit like you had a combat or rail rifle. These are game balancing issues that indirectly affect NPE but shouldn't be brought up in the same sentence. Having TTK too short - like it is now - is bad because of several factors: 1. It reduces suit variety because stacking tanking mods doesn't provide realistic benefits because even with them, you die faster than you can turn around when flanked or caught from behind. 2. It makes the game too heavily luck and/or twitch based rather than being tactical and skill-based as it has been in many previous builds. 3. It reduces the importance of teamwork because a single AR mag can take out half a team, and having 2 people shoot a target makes so little difference you may as well find your own fight somewhere else.
On the other hand, long TTK like we used to have in DUST can also be bad for many reasons: 1. Part of the reason DUST's long TTK was a problem was - as acknowledged by the devs - a matter of poor hit detection. People weren't dying fast, but it wasn't because they were durable, it was because shots which SHOULD be hitting were passing through their victims or bouncing off their shields for no damage. 2. If TTK is too long, then mistakes aren't punished severely enough, because giving a player too much time to recover when flanked is just as bad as not giving them enough time to react. Getting the drop on an opponent - even if it's a matter of luck - should give you an edge. 3. Even with all the fancy sci-fi tech we're playing with to make ourselves invulnerable, the weapons are highly advanced too, and should be dealing significant damage even to our ultra-futuristic armour and shields. With TTK too long, it will feel like we're firing modern weapons at sci-fi soldiers, or peashooters at guys in kevlar armour. It's just not fun when you don't see any evidence that you're hurting the target. 4. The longer the TTK, the more likely it is that another player will turn the corner, see a nearly dead enemy, and shoot twice to steal your kill.
I know you said not to address this point, but if there are significant differences in health levels as you progress from Militia to Prototype, longer TTK will mean that this difference is more pronounced. Shortening TTK is a way to reduce the impact of these advantages. Really, though, the best method of tiericide is to actually reduce the advantage instead of using short TTK to simulate a reduced advantage. As I said previously, tiericide is good. Using overly-short TTK as a form of tiericide is the wrong approach. Add a drastic damage bonus when attacking someone from the flank or rear. Problem solved.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Michael Arck
Onuoto Uakan Huogaatsu
2576
|
Posted - 2014.01.14 05:10:00 -
[100] - Quote
Interesting discussion here
*continues to eat popcorn*
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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KA24DERT
TeamPlayers Negative-Feedback
432
|
Posted - 2014.01.14 05:27:00 -
[101] - Quote
Awesome.
Just don't touch the Mass Driver.
Mass Driver is Fine. |
Garrett Blacknova
Codex Troopers
4334
|
Posted - 2014.01.14 13:10:00 -
[102] - Quote
Cosgar wrote:[quote=Garrett Blacknova]Add damage multipliers when you attack someone's flank and rear. Problem solved. Basing TTK on builds before 1.4-1.5 only clutters up the issue because broken game mechanics, in this case hit detection complicate things. Hit detection is (arguably) fixed so you need to reevaluate from the point it was fixed. I'm not saying pre-1.4 TTK was good.
I'm saying it was higher than we have now but in a bad way (long TTK for wrong reasons is bad, remember?).
I'm also saying that the current TTK is too short and should be lengthened.
Current TTK is based on pre-hit detection fix stats, that's the problem. Weapons need to be re-evaluated and so far, that hasn't really happened. CCP have acknowledged that TTK isn't where they want it, and said they plan to work on that. I just hope they do it right. |
Cosgar
ParagonX
9091
|
Posted - 2014.01.14 20:10:00 -
[103] - Quote
Garrett Blacknova wrote:Cosgar wrote:[quote=Garrett Blacknova]Add damage multipliers when you attack someone's flank and rear. Problem solved. Basing TTK on builds before 1.4-1.5 only clutters up the issue because broken game mechanics, in this case hit detection complicate things. Hit detection is (arguably) fixed so you need to reevaluate from the point it was fixed. I'm not saying pre-1.4 TTK was good. I'm saying it was higher than we have now but in a bad way (long TTK for wrong reasons is bad, remember?). I'm also saying that the current TTK is too short and should be lengthened. Current TTK is based on pre-hit detection fix stats, that's the problem. Weapons need to be re-evaluated and so far, that hasn't really happened. CCP have acknowledged that TTK isn't where they want it, and said they plan to work on that. I just hope they do it right. Yeah I agree with you that TTK needs to go up. I'm not near a computer right now so I can elaborate on your previous post.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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NextDark Knight
Hellstorm Inc League of Infamy
131
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Posted - 2014.01.20 05:25:00 -
[104] - Quote
Garrett Blacknova wrote:Dusters Blog wrote:ur making our argument however, u support low TTK for new players but not for u? is killing them 1shoturdead skill based? all suits should have hp totals reasonably close to other suits of the same class. give adv and proto suits advantages in recharge rate, movement speed [make them lighter] repair rate and have them be more efficient [less cpu/pg cost] the same with weapons. would much rather see them also separated in a subtle manner that focuses on skill rather than 'my higher sp makes me god'
the lack of new players and retention of them is proof the hp gap was a terrible idea. as were the 3 minute bunnyhop sessions. Tiericide and making SP less of an advantage is good. Making even everyone die so fast the only factor is who pulled the trigger first is bad. Making it so EVERYONE - new or not - gets enough time to take hits and at least TRY to react is a good thing. At the moment, that isn't happening, and as long as they keep TTK too short, it never will be.
Only thing that will balance this out with a good short TTK is have team view enabled for characters below 3.5m sp.
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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zibathy numbertwo
Nox Aeterna Security
333
|
Posted - 2014.01.23 13:46:00 -
[105] - Quote
jerrmy12 kahoalii wrote: mmmmmm, more armor tears...........im both so its a win win
I like how this has no likes because you're a complete and utter moron. +3% to SHIELD or armor. How do you even miss that you ******* tard? How is this bad for armor? I hate you.
Long Live Freedom; Long Live the Federation.
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