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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Lex DOCIEL
What The French Never.Surrender
37
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Posted - 2014.02.16 14:50:00 -
[121] - Quote
Please CCP, add NOVA KNIFE FITTING OPTIMIZATION skill.
Your blade is an extension of your mind. It must be swift, silent, focused. And deadly.
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Emo Skellington
The Neutral Zone
11
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Posted - 2014.02.17 15:07:00 -
[122] - Quote
This isn't all about the pistols and smg's but CCP needs to know a couple things so I made a list of just the major problems that are causing new players to turn away and make veterans leave Dust 514: -Rep tool glitch is occurring worse than ever -Tanks are indestructible, I advise some more power for AV weapons. Think of Battlefield 4 when you do stuff to tanks -To counter the team of tank issue, this is where there are more than 3 tanks on the enemy side and you are pinned to the redline, I purpose a special quota of 3 tanks per team along with the vehicle quota. -Heavies are way to weak for anything. Heavies are supposed to be able to take quite a nasty beating and apparently cant even take a punch as of now. -Rail Rifles are the most overpowered gun in the game all around along with the prototype combat rifle -Guns that were previously nerfed have become obsolete and have no play in the field anymore such as; -Laser Rifle -Plasma Cannon (needs a higher splash radius but is really good right now, just a blast radius increase -Flaylock Pistol
-And it also seems that there is something wrong with prototype stuff right now. My prototype gear gets dropped substantially faster than any other suit. my proto Gallente Logi with 800 armor gets dropped quicker than a 'Covenant" Assault C-1 suit with 241 shield and 419 armor My view on this is that you guys can fix this real easy but have listened way too much to forums for anything. Instead play it your self without running all proto gear, play it like every one else with 13 mil SP or 18 mil SP and see what the problems are and don't just play one match, play all the match variants multiple times |
Meeko Fent
Kirkinen Risk Control Caldari State
1767
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Posted - 2014.02.22 04:00:00 -
[123] - Quote
Emo Skellington wrote:This isn't all about the pistols and smg's but CCP needs to know a couple things so I made a list of just the major problems that are causing new players to turn away and make veterans leave Dust 514: -Rep tool glitch is occurring worse than ever -Tanks are indestructible, I advise some more power for AV weapons. Think of Battlefield 4 when you do stuff to tanks -To counter the team of tank issue, this is where there are more than 3 tanks on the enemy side and you are pinned to the redline, I purpose a special quota of 3 tanks per team along with the vehicle quota. -Heavies are way to weak for anything. Heavies are supposed to be able to take quite a nasty beating and apparently cant even take a punch as of now. -Rail Rifles are the most overpowered gun in the game all around along with the prototype combat rifle -Guns that were previously nerfed have become obsolete and have no play in the field anymore such as; -Laser Rifle -Plasma Cannon (needs a higher splash radius but is really good right now, just a blast radius increase -Flaylock Pistol
-And it also seems that there is something wrong with prototype stuff right now. My prototype gear gets dropped substantially faster than any other suit. my proto Gallente Logi with 800 armor gets dropped quicker than a 'Covenant" Assault C-1 suit with 241 shield and 419 armor My view on this is that you guys can fix this real easy but have listened way too much to forums for anything. Instead play it your self without running all proto gear, play it like every one else with 13 mil SP or 18 mil SP and see what the problems are and don't just play one match, play all the match variants multiple times Why Not make your own thread about this dude? You make some good points, you just won't get it noticed hidden away in the Dev Post.
Looking for a Interesting Character Name?
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Minwer
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2014.02.22 17:47:00 -
[124] - Quote
Hay. I was wondering i we could have an extra column telling us what type each weapon is? Looking at the Commando specific bonuses, I'm not sure what is a projectile weapon or a hybrid/blaster weapon or so forth.
update looks good, can't wait to take it for a spin!
Hello World!
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Summ Dude
Direct Action Resources
252
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Posted - 2014.02.22 20:13:00 -
[125] - Quote
Minwer wrote:Hay. I was wondering i we could have an extra column telling us what type each weapon is? Looking at the Commando specific bonuses, I'm not sure what is a projectile weapon or a hybrid/blaster weapon or so forth.
update looks good, can't wait to take it for a spin! Here ya go.
However this raises a good point; this information, along with several other relevant stats (like optimal and effective ranges), needs to be shown in-game. There's really no excuse for not doing so.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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bamboo x
Eternal Beings Proficiency V.
105
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Posted - 2014.03.01 06:09:00 -
[126] - Quote
Summ Dude wrote:However this raises a good point; this information, along with several other relevant stats (like optimal and effective ranges), needs to be shown in-game. There's really no excuse for not doing so.
It is shown when you float the crosshairs over the other player.
But that's really the only means of finding it out without searching the internet, which really is stupid.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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CCP Logibro
C C P C C P Alliance
5537
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Posted - 2014.03.05 10:38:00 -
[127] - Quote
Thanks for all your feedback, you can see the dev blog with the final details for the new weapons here: http://dust514.com/news/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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The Robot Devil
Molon Labe. General Tso's Alliance
1822
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Posted - 2014.03.05 11:09:00 -
[128] - Quote
CCP Saberwing wrote:Woo.... (pt 1 of 2)
Your posts crack me up, you troll with the lightest of touches. Keep it up and thanks for the work.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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The Robot Devil
Molon Labe. General Tso's Alliance
1822
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Posted - 2014.03.05 11:11:00 -
[129] - Quote
The numbers look good and the higher TTK will make things interesting along with the incoming suit changes. Thanks for post and keep it up. Many a man-child will be pleased.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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General12912
Gallente Marine Corps
82
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Posted - 2014.03.05 11:20:00 -
[130] - Quote
hmmm.
were the damages reduced in an attempt to increase time-to-kill? interesting indeed.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Jack McReady
DUST University Ivy League
1134
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Posted - 2014.03.05 15:34:00 -
[131] - Quote
haha MagSec outdamages AR and has similar range too
good job CCP ... NOT
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Cyrius Li-Moody
3940
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Posted - 2014.03.05 19:47:00 -
[132] - Quote
Yeahhh the flaylock. You guys really need to revisit it and consider adjusting it's damage model.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Summ Dude
Direct Action Resources
262
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Posted - 2014.03.05 21:09:00 -
[133] - Quote
Jack McReady wrote:haha MagSec outdamages AR and has similar range too good job CCP ... NOT Basic Magsec does 388.89 DPS and has 40m optimal/55m effective ranges.
Basic AR (1.8 stats) does 375 DPS and has 37m optimal/65m effective ranges.
Hm, it is slightly winning in DPS, but it does also have a slightly smaller clip size and that charge-up. But if the RR has shown us anything, it's that incredibly tiny charge-up times don't usually mean much. I actually really like where the ranges are between these two, seems very fitting given their respective damage profiles and weapon classes. But really, the fact that an SMG is out-DPSing an AR really kinda worries me.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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GENERAL FCF
Sentinels of New Eden
22
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Posted - 2014.03.06 02:56:00 -
[134] - Quote
How many times must I/we cry for NEW heavy weapons? |
maka rax
BurgezzE.T.F General Tso's Alliance
19
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Posted - 2014.03.06 12:40:00 -
[135] - Quote
Seems to me like the new side arms dodged the toddler in the room with the nerf bat...you should just point the little guy over to the new toys before releasing those tiny cannons CCP, save yourself the embarrassment. |
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3411
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Posted - 2014.03.07 16:00:00 -
[136] - Quote
CCP Saberwing wrote:Woo.... (pt 1 of 2) When will you release some secrets about this?
I tried Redline Railgunning
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Bulldozza Smash
Ultramarine Corp
21
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Posted - 2014.03.08 08:38:00 -
[137] - Quote
BALANCE!
One word CCP has hit for a sort period of time but now have seemed to be throwing it out the window. Yes my fellow DUST514 mercs we have been given new weapons, fine weapons that have seemed to increase the variety on the battlefield with each weapon playing to its given strengths which i enjoy.
Was looking forward to the CCP tone down of the CR and RR (more the RR) due to there damage over range is well crazy powerful which is fine by me these weapons boast range. However I find the road CCP is taking with this new TTK (time to kill) a bit too far, scratch that a lot too far. The proposed idea to drop the ARs damage seems way too harsh.
I love my Gallente weapons due to they seem to force the user to control fire at medium to long-ish range (which seems not be be the case for other weapons which are hold the trigger weapons) and mercs that hold such a discipline wield the weapon with deadly force (without damage mods) whether it be militia, standard, advanced or prototype. Gallente are controlled, timed and discipline weapons... AR requires control for medium to long-ish range kills and the shotgun requires timing.
After looking through the planned or proposed changes to weapons in link with the new suit skills, I find myself wondering what would CCP be thinking and have they actually played with these new weapons on the servers we do... doesn't seem like it. I choose my targets and engagement times and opportunities carefully when i ground and pound, I make sure I am in my 50m 90% damage range with my AR for optimum round to damage ratio ( I am not a run and spray scrub lol, enough tho sometimes its called for) . However it seem that every CR, RR, and even SCR will have the advantage in any situation (kinda like now, not so much SCR) and now with nerfing weapons that have been polished to perfection and work to there strengths, you want to cripple there ability on the field against RR heavy suits or any suit. Does not matter the RR is a hold the trigger weapon (has no jump at all).
I know i could for structured this little post more carefully but at this time I am just so F@*#ing annoyed that CCP want to do to Gallente weaponry what Zipper did to Raven weaponry in MAG. I ask CCP to seriously look at what they are doing or should i say proposing to do and just stop look at it and play with some real hardcore players that love this game for its ups and downs and have defended CCP against people crying for no real reason... I love what you are trying to do with the EVE universe is amazing, I enjoy a challenge and using the weapons that require control and discipline (yes i used the RR it requires no skill in sp or gamers skill...), I adapt and overcome to my situations but this seems like easily armour tanked Caldari RR users (which will be encouraged to faction bonus which is great) will overpower any Gallente user due to they have trouble getting there shields to a crazy hp value.
Of course I look forward to the new and "improved" DUST514 along with its challenges but I feel CCP has located the ***** (apparently the word I used is a racial word. ***** means gap or opening) in my armour that will make me no longer enjoy this ground breaking game. Please do not nerf any of the original weapons (buff what needs it like the plasma cannon, laser etc) but do not nerf weapons that you have taken the hammer to over and over, the CR & RR need tuning like all new weapons. Lowering the damage across the bar tho is over kill.
Bulldozza Smash
CEO
Ultramarine Corp
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
185
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Posted - 2014.03.08 12:47:00 -
[138] - Quote
Plasma launcher Change Dunb fire mode for infantry and Seek mode for Vehicles Seek mode could use code of Av Gernade to home in on vehicle if it is within x amount of meters like Av nades do.This would give Plasma launcher its place in dust. |
BL4CKST4R
WarRavens League of Infamy
2068
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Posted - 2014.03.15 12:02:00 -
[139] - Quote
Glad you guys and gals, listened to our feedback and.... did nothing about it. We have been telling you the IoP is UP since the release of this blog, we have been telling you that the reason the RR is so OP is because it has equal DPS and way higher range than the AR and yet all you did was nerf everything without buffing the UP items.
For the Federation!
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Hubert De LaBatte
Prima Gallicus
2
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Posted - 2014.03.26 04:58:00 -
[140] - Quote
With the new stats for damagers and shield damages, the swarm launcher is more and more useless (and I don't talk about his range). I'm full skills with wiyrkomi swarm launcher and 3 complexes damagers. before 1.8, sica shields were down with 2 shots and they need to activate hardeners. Now, shield tanks take 5 shots without any problem and they don't need to activate their hardeners. After that, ammunitions are empty and the time to kill for tank turrets is the same... I can use flux grenades, but they have bugs so I prefer AV.
Militia is impossible to kill with proto stuff full skills, is it normal? When proto tanks will arrive, what will we do?
In one side I see railgun tanks and forge gun killing all vehicles coming from our side and they shot from their redline. In the other side I see swarm launchers trying to stay at (ridiculous) range to shoot (for no result) without being killed. Of course, you can lose 10 proto swarm launcher (more than 150 000 by fit) to try to destroy militia tanks (60 000) and they maybe lose one.
You can also take militia stuff for a heavy suit and forge gun and you kill both infantry and tanks. swarm launcher need to spend skillpoints, works only on vehicles and not so far, and needs to be proto to make dps, so it's expensive.
I don't ask to go to the other extreme (like you do for many things), just to upgrade range by 20% and shield damage -15% armor damage +15 (and no 20 for both like now).
Thank you to consider that. All the players who need facility will always go to weapons with a power balance advantage. This is what we see more than 6 tanks in every game mode, the only infantry takes rail rifle and combat rifle because they EVER do instant kill. By playing Eve, I thank more the weapon shoots far away, less it give DPS. So gallente rifle may be the powerfull... So I really don't know what you are doing with weapons with all advantages. I don't talk for the assaults (bk42, six kin, sl4 and ishukone) because they are well balanced. But all the others combat and rail are completely cheated.
They are to much powerfull from far, lot of players are using it with inapropriate range like a shotgun without any problem AND THEY ARE LESS NERFED THAN GALLENTE RIFLE???
By the way, good job, this game is great ^^ |
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SGTFunyoun THEFIRST
Arachnea Phoenix Battalion
70
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Posted - 2014.03.28 02:07:00 -
[141] - Quote
So you guys not only nerf the rail tank... you neuter it.
The rail gun is meant to be a long ranged weapon, now you can't hit anything with it past the blasted front glacis plate.
Stop listening to all the whiny little World of Warcraft players and the COD dorks, get your heads out of your fourth point of contact, stop letting Sony run your game into the ground, grab em like you got a pair, and stop nerf hammering everything so badly it becomes uselss.
You idiots are worse than dang Bethesda.
Never steal SGT Funyoun's Jingle Truck... or I will blow you up in it... and eat your blueberry flavored protobear soul.
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Ninja Troll
General Tso's Alliance
137
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Posted - 2014.03.30 16:29:00 -
[142] - Quote
Please release an assault variant of the bolt pistol with a larger clip size. Would prefer +1 clip size bonus like the ScP instead of 5% kick reduction.
On level 1 the Bolt pistol has no kick in ADS. The animation in ADS is distracting, but that's about it. Hip-fire isn't too bad in close-med range if light continuous aiming with right thumb.
Also, someone posted a video of the Magsec showing no recoil difference in level 1 and level 5. Please confirm if it's a bug and when it'll be fixed. I wonder if the Bolt pistol has the same bug, so keeping it at level 1 atm.
Pimps don't cry.
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ZB Downfall
The Hundred Acre Hood
0
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Posted - 2014.03.31 12:34:00 -
[143] - Quote
I absolutely love the new magsec SMG. The thing is like a mini rail rifle that does decent damage per bullet. The only downside is the gun has a lot of kick. I run a heavy with Downfall and I always needed a decent ranged side arm and I found it with this. Thanks CCP. -ZB
Currently drinkin' a glass of Bailey's Irish Cream, cheers.
An alternate to Nyain Chan's ZB DeLong
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Kevall Longstride
DUST University Ivy League
1137
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Posted - 2014.04.02 22:32:00 -
[144] - Quote
You guys should remove the TAC, Burst and Assault AR's from the market as they are utterly and unequivocally useless.
I've been doing testing all day and the burst in particular is shamefully bad. I couldn't even break the shield tank of scouts with any off them.
In fact my Dren AR BPO does a better job than ANY of the proto versions of the other variants. It's just bad spending of ISK for any player to use them.
They were utter garbage. Sorry to be harsh but its true.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
1140
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Posted - 2014.04.13 09:37:00 -
[145] - Quote
Ninja Troll wrote:Please release an assault variant of the bolt pistol with a larger clip size. Would prefer +1 clip size bonus like the ScP instead of 5% kick reduction.
On level 1 the Bolt pistol has no kick in ADS. The animation in ADS is distracting, but that's about it. Hip-fire isn't too bad in close-med range if light continuous aiming with right thumb.
Also, someone posted a video of the Magsec showing no recoil difference in level 1 and level 5. Please confirm if it's a bug and when it'll be fixed. I wonder if the Bolt pistol has the same bug, so keeping it at level 1 atm.
Basic variant has a damage capacity per mag of 810.. and you want more?
Also the Bolt has zero kick if you ADS - the rate of fire is so low it resets to original position after each shot. But in hipfire it does have a serious kick. The skill is to help in desperate CQC situations - much like the Ion charge time reduction which doesnt even add to half a second at lvl 5, but it helps in a tight spot.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Emo Skellington
The Neutral Zone
29
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Posted - 2014.04.23 00:29:00 -
[146] - Quote
Basic variant has a damage capacity per mag of 810.. and you want more?
Also the Bolt has zero kick if you ADS - the rate of fire is so low it resets to original position after each shot. But in hipfire it does have a serious kick. The skill is to help in desperate CQC situations - much like the Ion charge time reduction which doesnt even add to half a second at lvl 5, but it helps in a tight spot.[/quote]
YEAH! No one, and i repeat NO ONE ever lands a full clip into an enemy without missing. Its damn impossible because of the dispersion
I dont know if you noticed but even the duovolle has become crap. It runs like the GEK from 1.7 and thats horrible...
BTW ADV Assault SMG's or MAGSEC's are beating the AR in damage no problem right now. Been doing better with the magsec than the AR more recently and i have prof 3 on AR's. i wennt level 3 on magsec and thats it, nothing else in any subskills
Am I insane for going after people with RR's? Probably cause I hear that sound and it makes me want to blow them up:P
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Summ Dude
Direct Action Resources
369
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Posted - 2014.04.23 05:28:00 -
[147] - Quote
Emo Skellington wrote:BTW ADV Assault SMG's or MAGSEC's are beating the AR in damage no problem right now. Been doing better with the magsec than the AR more recently and i have prof 3 on AR's. i wennt level 3 on magsec and thats it, nothing else in any subskills ADV Assault SMG: 22 damage * 1,052.6 RPM / 60 = 385.95 DPS
ADV MagSec: 33.60 damage * 666.67 RPM / 60 = 373.34 DPS
ADV AR: 31.5 damage * 750 RPM / 60 = 393.75 DPS
How exactly are the SMG and MagSec beating the AR in damage "no problem"?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Nam Daas Rejneesh
OUT FOR BLOOD. INTERGALACTIC WARPIGS
0
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Posted - 2014.04.24 01:18:00 -
[148] - Quote
Nerf the shotguns please! And cloaking is letting them shotgun you while cloaked. |
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