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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Frame
C C P C C P Alliance
1982
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Posted - 2014.01.17 05:54:00 -
[1] - Quote
Mercenaries of New Eden, our Game Design team is now ready to share new Weapon Stats and Ranges planned for the next release!
Please take a look at these spreadsheets and tell us what you think. Remember, this is all still very work in progress!
Once again, keep your feedback constructive, and we will definitely consider all of it :)
CCP Frame
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CCP Saberwing
C C P C C P Alliance
1070
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Posted - 2014.01.17 07:32:00 -
[2] - Quote
Woo.... (pt 1 of 2)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5222
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Posted - 2014.01.17 07:38:00 -
[3] - Quote
Can I be the first to say how awesome you guys are?
ARC Commander
CPM Info and Q&A - Status: Open
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1568
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Posted - 2014.01.17 07:43:00 -
[4] - Quote
You guys are really cranking out the contest, excellent work.
Out of curiosity since I'm not as familiar with the existing stats as I would like, are these new proposed values for the SMG and Scrambler Pistol the same? Or have they been changed for the next release?
1.8 Analysis - Sentinel Damage Efficiency Calcs
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M Zwei
Nyain San Renegade Alliance
14
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Posted - 2014.01.17 07:45:00 -
[5] - Quote
ar. excuse me ~~
Where is Assault verision SMG, Assault SMG?? |
Sirpidey Adtur
Aloren Foundations
104
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Posted - 2014.01.17 07:46:00 -
[6] - Quote
I'm somewhat worried about the ion pistol's range.
Specifically, I think it's a hair too long. Decrease the OPTIMAL range by about 5, and up the damage a bit to compensate. Keep the effective range the same though. |
Spectral Clone
Dust2Dust. Top Men.
1046
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Posted - 2014.01.17 07:49:00 -
[7] - Quote
Bolt pistol 72m. How awesome can a pistol be?! |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2910
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Posted - 2014.01.17 07:51:00 -
[8] - Quote
I GET A THIRD LOW SLOT AND A SECOND EQUIPMENT SLOT?!
..... .....
I love you.
(totally in the wrong thread but who cares)
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4652
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Posted - 2014.01.17 07:57:00 -
[9] - Quote
What''s the seize time on the Ion Pistol? If it's going to overheat immediately upon firing a fully charged shot than it's damage is actually somewhat underwhelming on initial impression when compared to the Bolt Pistol considering the skill involved.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Spkr4theDead
Red Star. EoN.
1669
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Posted - 2014.01.17 07:58:00 -
[10] - Quote
Could someone do a comparison chart like you did a few times for 1.7, with current and future projected numbers?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1669
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Posted - 2014.01.17 07:59:00 -
[11] - Quote
M Zwei wrote:ar. excuse me ~~
Does it miss the assault SMG data??
or is it renamed ? They could be removing that variant for now for reworking.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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CCP Frame
C C P C C P Alliance
1988
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Posted - 2014.01.17 08:09:00 -
[12] - Quote
And due to the popular demand, here is the excel sheet version of all the data!
CCP Frame
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M Zwei
Nyain San Renegade Alliance
14
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Posted - 2014.01.17 08:18:00 -
[13] - Quote
CCP Frame wrote:And due to the popular demand, here is the excel sheet version of all the data!
this file is the dropsuit xlsx file, not the weapon range |
I-Shayz-I
I-----I
1980
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Posted - 2014.01.17 08:28:00 -
[14] - Quote
DATA DUMP FTW
Links:
List of Most Important Threads
I make logistics videos!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3160
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Posted - 2014.01.17 08:33:00 -
[15] - Quote
I'm going to assume the STD Ion Pistol doesn't actually require Bolt Pistol Operation as a skill.
Join my cult.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3160
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Posted - 2014.01.17 08:45:00 -
[16] - Quote
350 dmg for a STD Ion pistol charge shot?! 12 round-clip? Even with the 20m range, that'll be a bit much unless I'm missing something.
The new Amarr Scout (the tankiest) for example has 230 ehp, toss a couple of complex shield extenders on there and you have 362 (unrealistic, no passive bonuses, I know). The ADV Ion Pistol could drop him in one charge shot to the body with no damage mods (367.5 dmg listed). That's... brutal.
Is there any word on what the operation skills for these weapons are? What sub-skills will be available? Is the Amarr tactical pistol getting any kind of sight with its fleshing out?
Join my cult.
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Leovarian L Lavitz
NECROM0NGERS The CORVOS
936
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Posted - 2014.01.17 08:47:00 -
[17] - Quote
Could the flaylock get another three rounds in the clip to be competitive with all the new pistols? I've been emptying the entire clips in body shots and not killing the people. It's redonkulous.
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4652
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Posted - 2014.01.17 08:48:00 -
[18] - Quote
Zeylon Rho wrote:350 dmg for a STD Ion pistol charge shot?! 12 round-clip? Even with the 20m range, that'll be a bit much unless I'm missing something.
The new Amarr Scout (the tankiest) for example has 230 ehp, toss a couple of complex shield extenders on there and you have 362 (unrealistic, no passive bonuses, I know). The ADV Ion Pistol could drop him in one charge shot to the body with no damage mods (367.5 dmg listed). That's... brutal.
Is there any word on what the operation skills for these weapons are? What sub-skills will be available? Is the Amarr tactical pistol getting any kind of sight with its fleshing out?
According to the description it over-heats from a fully charged shot so the Bolt Pistol, at least for now, looks much more preferable if you miss your shot with the Ion Pistol you're boned. Can't sprint, can't change weapons, etc.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1217
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Posted - 2014.01.17 08:53:00 -
[19] - Quote
All hail the Ion pistol, the Federations finest.
Where is my Gallente sidearm?
SoonGäó514
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2918
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Posted - 2014.01.17 08:58:00 -
[20] - Quote
So with all these side arms coming in is there any way you guys can revisit the flaylock so my racial pistol isn't crap?
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
958
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Posted - 2014.01.17 09:07:00 -
[21] - Quote
Whoop whoop nice!
DUSTBoard - Mercenary sheets
DUSTSearch - DUST Forum mirror
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Eric Del Carlo
0uter.Heaven Ishuk-Raata Enforcement Directive
23
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Posted - 2014.01.17 09:16:00 -
[22] - Quote
Loving the new stats for the dropsuits and new weapons, but are we getting any changes in stats for the current weapons we have? Such as the shotgun which is pretty under-performing in CQC against other weapons, most notably against the rail and combat rifle (not asking for nerfing, but rather bring back the shotgun to it's rightful place as the king of CQC weapons)
A bitter scout.
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Repe Susi
Rautaleijona Top Men.
940
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Posted - 2014.01.17 09:30:00 -
[23] - Quote
Thank you for the goodies.
Although this means it's time to say goodbye to my SMG and Scrambler Pistol optimization level 2 and 1. All that SP...
Smeehf.
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Kage Roth
Wolf-Monkey Bastards
89
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Posted - 2014.01.17 09:33:00 -
[24] - Quote
Overall DPS seems fairly balanced. You also seemed to balance longer ranged stuff with a charge-up time and higher fittings. Until I get my hands on one I can't really say much besides that they look good so far. Really interested in how the Ion Pistol will handle and how the charge up damage will be. |
D legendary hero
Ultramarine Corp
1321
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Posted - 2014.01.17 10:27:00 -
[25] - Quote
question. Will the flaylock be fixed back to its old stats of buffed to be in line with these new awesome weapons?
Sou o Defendeiro dos derrubadosPronto saberá justiça
I am a Defender of the downtroddenSoon you will discover justice
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sabre prime
The Unholy Legion Of DarkStar DARKSTAR ARMY
34
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Posted - 2014.01.17 10:51:00 -
[26] - Quote
One smaller error in the weapons table that I just noticed. The standard ion pistol requires the skill for "bolt pistol operation".
Apart from that, thank you for the data. The damage on that bolt pistol. Yum yum.
Desperate attempt to get BPOs
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KatanaPT
Tech Guard RISE of LEGION
444
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Posted - 2014.01.17 10:53:00 -
[27] - Quote
#Corrections
Ion Pistol has Bold Pistol Operation as a Required Skill.
Tech Guard Recruiting Spot
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George Moros
Area 514
287
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Posted - 2014.01.17 10:55:00 -
[28] - Quote
Description for Magsec SMG says "The magsec is a semi-automatic firearm...", however in the table under "Fire Mode" it is listed as "Full-Auto". Which one is it then?
Pulvereus ergo queritor.
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Reav Hannari
Red Rock Outriders
2602
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Posted - 2014.01.17 11:04:00 -
[29] - Quote
Tactical SMG? What is this creature?
Also, please update my beautiful Flaylock so it is worth carrying.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3165
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Posted - 2014.01.17 12:12:00 -
[30] - Quote
What exactly does the Rate of Fire number represent (the in-game metric is Rounds Per Minute iirc)? What is the "max range modifier" variable about? Are the damage stats here representative of the downward adjustments being made to weapon stats to help TTK (since changing weapon stats was mentioned), or are these stats kept at some parity with current weapons for comparison?
Join my cult.
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Denak Kalamari
Intaki Liberation Front Intaki Prosperity Initiative
870
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Posted - 2014.01.17 12:16:00 -
[31] - Quote
I'm definitely liking these pistol stats, but I'm just curious if this is just an error. According to the spreadsheet, operating a standard Ion pistol requires bolt pistol operation at level 1?
Grahisha of ILF // Writer of Thoughts of a Clone Soldier // Latest entry published Jan. 14th
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4495
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Posted - 2014.01.17 12:42:00 -
[32] - Quote
So....could we get some pictures now?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Dexter307
The Unholy Legion Of DarkStar
722
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Posted - 2014.01.17 13:48:00 -
[33] - Quote
What are the Headshot multipliers for the pistols? |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
163
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Posted - 2014.01.17 14:32:00 -
[34] - Quote
What are the expressed units for the ROF column? round/sec? sec/round? minute/round? |
Dexter307
The Unholy Legion Of DarkStar
722
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Posted - 2014.01.17 14:37:00 -
[35] - Quote
Asha Starwind wrote:What are the expressed units for the ROF column? round/sec? sec/round? minute/round? 60 divided by the number in the ROF column should give you the accual ROF |
Ghermard-ol Dizeriois
Maphia Clan Corporation
81
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Posted - 2014.01.17 14:38:00 -
[36] - Quote
+1000 for .xlsx data!
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Dimitri Rascolovitch
The Immortal Knights
112
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Posted - 2014.01.17 14:52:00 -
[37] - Quote
CCP Saberwing wrote:Woo.... (pt 1 of 2)
i love it, but hate to ask.... No racial Heavy weapons yet?
...Yeah, i use a heavy machine gun, and I think i do a Damn good job at it.
i eat babies
forum warrior Lv0
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Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
6
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Posted - 2014.01.17 15:12:00 -
[38] - Quote
George Moros wrote:Description for Magsec SMG says "The magsec is a semi-automatic firearm...", however in the table under "Fire Mode" it is listed as "Full-Auto". Which one is it then? It has kinda-sorta automatic fire. |
Bear D'Grassi
Forsaken Immortals Top Men.
33
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Posted - 2014.01.17 15:20:00 -
[39] - Quote
George Moros wrote:Description for Magsec SMG says "The magsec is a semi-automatic firearm...", however in the table under "Fire Mode" it is listed as "Full-Auto". Which one is it then?
This, its important to my blindly spray and pray playstyle. (try saying that three times after a bottle of JD)
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Reav Hannari
Red Rock Outriders
2605
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Posted - 2014.01.17 15:23:00 -
[40] - Quote
Bear D'Grassi wrote:George Moros wrote:Description for Magsec SMG says "The magsec is a semi-automatic firearm...", however in the table under "Fire Mode" it is listed as "Full-Auto". Which one is it then? This, its important to my blindly spray and pray playstyle. (try saying that three times after a bottle of JD)
I'd ignore the description and go with the data.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Dj grammer
Red Star. EoN.
112
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Posted - 2014.01.17 16:25:00 -
[41] - Quote
excuse my language here but
HORY SHET!!!!!!!!!!!!!!!!!!!!!!!!!
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
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Baltazar Pontain
Phantom Universe Task Force Die Fremdenlegion
71
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Posted - 2014.01.17 16:27:00 -
[42] - Quote
What about flaylock?
Have I overread it or is it missing?
Will it be still present? Or is ti the bolt pistol? |
migwuk35thinfantry
Vendetta Reactionary Force
0
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Posted - 2014.01.17 16:53:00 -
[43] - Quote
Can you list weapon damage for point blank hits. I have 1200 between shields and armor on a suit and I got 1 hit killed by a set of knives. Either knives do 1200 point blank or the the lag is worse in 1.7. Shotguns should 1 hit at point blank and maybe knives. I have trained students with knives and swords. I just want it listed so I know what to expect. It is not expected from the listed stats. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8129
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Posted - 2014.01.17 17:01:00 -
[44] - Quote
Aeon Amadi wrote:Zeylon Rho wrote:350 dmg for a STD Ion pistol charge shot?! 12 round-clip? Even with the 20m range, that'll be a bit much unless I'm missing something.
The new Amarr Scout (the tankiest) for example has 230 ehp, toss a couple of complex shield extenders on there and you have 362 (unrealistic, no passive bonuses, I know). The ADV Ion Pistol could drop him in one charge shot to the body with no damage mods (367.5 dmg listed). That's... brutal.
Is there any word on what the operation skills for these weapons are? What sub-skills will be available? Is the Amarr tactical pistol getting any kind of sight with its fleshing out? According to the description it over-heats from a fully charged shot so the Bolt Pistol, at least for now, looks much more preferable if you miss your shot with the Ion Pistol you're boned. Can't sprint, can't change weapons, etc. Can you post a link to source confirming overheat?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1972
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Posted - 2014.01.17 17:23:00 -
[45] - Quote
First thing I noticed was that there isn't an Assault scrambler anymore. I think that's a good thing as the A SP was just a better scrambler pistol making it kind of redundant. I'm really looking forward to seeing what happens to the breach, tactical, and burst variants. The last two especially could use some love.
I can't wait for the bolt pistol and the magsec. Having sidearms with good range is essential for AV guys and the sorry saps that use the LR.
The ion pistol sounds absolutely devastating in CQC, but it'll be high risk high reward.
Any we could get any notice on the changes (if any) of the existing weapons? It's kinda hard to give any more in depth feedback without knowing exactly how things stack up.
Try to kill it all you want CCP, I still <3 my laser.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1256
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Posted - 2014.01.17 17:31:00 -
[46] - Quote
KAGEHOSHI Horned Wolf wrote:Can you post a link to source confirming overheat?
Item description implies it.
Edit: Though it may not be an overheat like the SR or LR. The weapon could just shut down but not lock the mercenary's actions.
1.8 can't get here soon enough.
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Mordecai Sanguine
What The French
291
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Posted - 2014.01.17 17:44:00 -
[47] - Quote
Please CCP be CAREFUL when you bring new weapons. They're not supposed to be too "awesome". We know you want us te be enjoyed by them and want us to use them. But making new OP weapons is not a solution. Yes lot of people will play with them but it destroy the game balance.
Since CR and RR is here the TTk has killed the game and "fitting" is now useless..... You wanted us to play with them so you make them TOTALLY OP.....(At the same level than AR and SCR....) So instead of nerfing 2 weapons (AR/SCR) and THEN make the two others rifle balanced. You've make 4 OP rifle...... And destroy the game.
Here's some suggestion of "balance" that is REALLY important :
Infantry Balance the 4 Rifles. Nerf them. Bring balance for minmatarr weapons (+5%/-5% instead of +10%/-5%). Better Bonus for Amarr scout. This is not even a basic cardiac regulator while others have one complex and one enhanced..... Lower the locus damage or make them unable to ressuply exept on a Supply depot.
Lower the medium frame speed by 0.3 and higher the light suits by 0.3. Amarr scout have the same speed than Medium Calda/Minmatarr suits.
Armor Plates : Higher speed penality but keep Hp values. The older speed penality was good with the actual Hp amount. (3%/5%/10%) Reactives : Should be same PG/CPU than normal Armor plates => And give them more hp/s. (1/2/4hp/s) Ferroscale : 25 more hp.
Armor repper : 3hp/5hp/7hp would be better : Useful with the good suit and reactives plates but not Op. (11hp/s for a single Complexif gallente. With a complex reactive plate it's 15hp/s which is HUGE after the rifles nerf and the TTK problem ruled) Once the armor plates and TTK is adjusted bring back 10% repair rate of the repair tool to avoid "God Mod". This is a "repair" tool not an "shield" tool that protect the target.
V+¬hicules Higher the price of tanks and lower modules price of vehicules.. Don't give any "base" modules to militia. They must buy them. Or use at least some SP to have at basic level. Lower the elevation of railgun turret. Higher the elevation of missiles turret (making it an AA turret.) |
Flint Beastgood III
GunFall Mobilization Covert Intervention
460
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Posted - 2014.01.17 17:49:00 -
[48] - Quote
Cyrius Li-Moody wrote:So with all these side arms coming in is there any way you guys can revisit the flaylock so my racial pistol isn't crap?
^ This.
Gÿó +¦ +¦ Gÿó
Trained Skills
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4668
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Posted - 2014.01.17 18:16:00 -
[49] - Quote
KAGEHOSHI Horned Wolf wrote:Aeon Amadi wrote:Zeylon Rho wrote:350 dmg for a STD Ion pistol charge shot?! 12 round-clip? Even with the 20m range, that'll be a bit much unless I'm missing something.
The new Amarr Scout (the tankiest) for example has 230 ehp, toss a couple of complex shield extenders on there and you have 362 (unrealistic, no passive bonuses, I know). The ADV Ion Pistol could drop him in one charge shot to the body with no damage mods (367.5 dmg listed). That's... brutal.
Is there any word on what the operation skills for these weapons are? What sub-skills will be available? Is the Amarr tactical pistol getting any kind of sight with its fleshing out? According to the description it over-heats from a fully charged shot so the Bolt Pistol, at least for now, looks much more preferable if you miss your shot with the Ion Pistol you're boned. Can't sprint, can't change weapons, etc. Can you post a link to source confirming overheat?
As the guy above stated, it was in the weapon description on the screenshots I provided from SiSi ten days ago.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 20:09:00 -
[50] - Quote
Awesome job with the suits, CCP...I like the overal theme that you are going for. Lots of great comments about the suits and role bonus concepts so i didn't want to touch on that.
I would like to make a couple comments on the new sidearms (which is very nice way to fill out the racial armories).
1) Awesome that you've added these; gives some great flavor and racial playstyle options.
2) Holy ****! at the charge up times for sidearms! The MagSec has a LONGER charge up time than the Rail Rifle (.3 vs .25) and it's intended as the shorter range / CQC offering for the Caldari? I absolutely don't see the point of this; I would think the sidearm of a given race would try to fill gaps or provide options that would work in concert with the primary or special weapons fo the given race. I'm all about the long range but I have ZERO incentive to use this or the bolt pistol with the Caldari primary rifle.
3) The Bolt pistol is also listed as a "full- auto" weapon with a .25sec charge time and it has very similar ranges with the MagSec...what's the difference in the weapons? It does 140+ dmg per shot and its full-auto...typo? By nomenclature and manufacturer the both appear to be Caldari....are they both Caldari?
4) Ion pistol... 1.45sec charge up time...WTF!? It also has by far the shortest range of any of the new sidearms. My guess is that the alpha dmg from the Bolt pistol should go with this weapon, correct?
Overall, really glad these offerings are on the table but i'm not really sure how they are intended to mix with the existing weapons. Sidearms when laid next to light weapons and special weapons (shotgun, sniper, MD, Laser) should give a race a full suit of options for the battlefield.
Example, with the long range power of my RR and how the disadvantages of the weapons come into play in shorter engagements the sidearm should be optimized to help out there...you could maintain the low ROF, high dmg model but why the charge up time and particularly the charge up time longer than the RR? Is the intent to nerf the RR with a higher charge up time? Right now the SMG is my goto for shortrange or CQC engagements instead of the RR...seems like that's kind of the design theory and I am confused by how these weapons complement or give tactical options to the racial armories.
"Third star to the right...straight ahead 'till morning."
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Michael Arck
Onuoto Uakan Huogaatsu
2616
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Posted - 2014.01.17 20:56:00 -
[51] - Quote
This is all very exciting to read...for both part 1 and 2
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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Ghermard-ol Dizeriois
Maphia Clan Corporation
82
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Posted - 2014.01.17 21:12:00 -
[52] - Quote
Krom Ganesh wrote:KAGEHOSHI Horned Wolf wrote:Can you post a link to source confirming overheat? Item description implies it. Edit: Though it may not be an overheat like the SR or LR. The weapon could just shut down but not lock the mercenary's actions.
Could it work like the charge sniper rifle, where "basic" shot delivers (example) 150,00 HP damage but grants quick reload while the fully-charged deals 250,00 HP but instantly overheats the weapon like the ScR?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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NextDark Knight
Hellstorm Inc League of Infamy
127
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Posted - 2014.01.17 22:43:00 -
[53] - Quote
D legendary hero wrote: question. Will the flaylock be fixed back to its old stats of buffed to be in line with these new awesome weapons?
Not a Flaylock user but with all the crying the Flaylock caused I doupt you'll see them return it. Just like the forge gun has become a Nitch/Nerfed weapon.
I was hoping that we would see the Seeker Flaylock released, Short ranged lock on weapon sounds awesome and the tears it would generate.
Anyways, CCP good job the numbers look solid. Same with the new suit changes. Do we have a release date for when they will hit the wild yet?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
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Quil Evrything
Triple Terrors
768
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Posted - 2014.01.18 00:28:00 -
[54] - Quote
Talos Alomar wrote:First thing I noticed was that there isn't an Assault scrambler anymore. I think that's a good thing as the A SP was just a better scrambler pistol making it kind of redundant.
waitwhut? Have you actually used it? I have. It seems like a simple stepping stone between "scrambler pistol" and "KLO (scrambler pistol)" to me. As such, it was quite nice, when I didnt have enough cpu for KLO, but wanted something a little better than the basic.
Along those lines, its nice for newbies, who get a "new" weapon for every point they put into scrambler pistol operations.
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4496
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Posted - 2014.01.18 04:04:00 -
[55] - Quote
I'm kind of curious as to why the Bolt Pistol is full auto...
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Bug1
Tronhadar Free Guard Minmatar Republic
7
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Posted - 2014.01.18 04:28:00 -
[56] - Quote
Its full ****** to call something a pistol if its full auto or has more than a third of the range of a SMG.
Change the name or fix the stats.
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Dexter307
The Unholy Legion Of DarkStar
725
|
Posted - 2014.01.18 08:54:00 -
[57] - Quote
Bug1 wrote:Its full ****** to call something a pistol if its full auto or has more than a third of the range of a SMG.
Change the name or fix the stats.
I choose none of the above. |
Dexter307
The Unholy Legion Of DarkStar
725
|
Posted - 2014.01.18 08:57:00 -
[58] - Quote
Mobius Wyvern wrote:I'm kind of curious as to why the Bolt Pistol is full auto... Me aswell, why would a pistol that shoots at 150 rpm be full auto? |
DeeJay One
Guardian Solutions DARKSTAR ARMY
206
|
Posted - 2014.01.18 09:43:00 -
[59] - Quote
Dexter307 wrote:Mobius Wyvern wrote:I'm kind of curious as to why the Bolt Pistol is full auto... Me aswell, why would a pistol that shoots at 150 rpm be full auto? Where did you get 150 RPM from? With the base stats you can shoot 24 rounds per minute and this doesn't include the initial charge up time and reload time after every 6 shots... |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
166
|
Posted - 2014.01.18 13:35:00 -
[60] - Quote
Bug1 wrote:Its full ****** to call something a pistol if its full auto or has more than a third of the range of a SMG.
Change the name or fix the stats.
Glock called, they say that you're wrong. |
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Exile Code
Immortal Guides
0
|
Posted - 2014.01.18 14:06:00 -
[61] - Quote
When will uprising 1.8 going to be released?
Ironic, I kill people with the Exile assault rifle.
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Ld Collins
Titans of Phoenix Legacy Rising
102
|
Posted - 2014.01.18 18:21:00 -
[62] - Quote
Will the Gallente commando skill bonus apply to the ion pistol and plasma cannon? |
Reav Hannari
Red Rock Outriders
2640
|
Posted - 2014.01.18 18:56:00 -
[63] - Quote
Exile Code wrote:When will uprising 1.8 going to be released?
They haven't decided yet but they are focused on making a solid release so probably sometime in March.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
732
|
Posted - 2014.01.18 22:03:00 -
[64] - Quote
Ld Collins wrote:Will the Gallente commando skill bonus apply to the ion pistol and plasma cannon? Description states "Light hybrid - blaster weapons" so I'm sorry to say it looks like it will do nothing to sidearms
The Min bonus looks interesting though "..and to explosive weapons" - i.e ALL(?)
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8159
|
Posted - 2014.01.18 22:37:00 -
[65] - Quote
Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons.
An alternative would be to have the charge shot use up 3 rounds, this way you run out ammo faster and need t reload sooner. No further balancing would be needed after that, since the charge time balances it.
Another option is to make it have a normal heat system like the HMG or scrambler rifle, and just make a charge shot fill the overheat gauge 90%, so the next shot after a charge shot will cause overheat.
That's it
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Dexter307
The Unholy Legion Of DarkStar
726
|
Posted - 2014.01.18 23:11:00 -
[66] - Quote
KAGEHOSHI Horned Wolf wrote:Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons.
An alternative would be to have the charge shot use up 3 rounds, this way you run out ammo faster and need t reload sooner. No further balancing would be needed after that, since the charge time balances it.
Another option is to make it have a normal heat system like the HMG or scrambler rifle, and just make a charge shot fill the overheat gauge 90%, so the next shot after a charge shot will cause overheat.
That's it What if it had the headshot multiplier of the crambler pistol? One shot any suit to the head with a charged headshot! |
NK Scout
Storm Wind Strikeforce Caldari State
6
|
Posted - 2014.01.18 23:27:00 -
[67] - Quote
KAGEHOSHI Horned Wolf wrote:Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons.
An alternative would be to have the charge shot use up 3 rounds, this way you run out ammo faster and need t reload sooner. No further balancing would be needed after that, since the charge time balances it.
Another option is to make it have a normal heat system like the HMG or scrambler rifle, and just make a charge shot fill the overheat gauge 90%, so the next shot after a charge shot will cause overheat.
That's it Inb4cloakedionpistolheadshot |
Arron Rift
Better Hide R Die
209
|
Posted - 2014.01.19 02:26:00 -
[68] - Quote
Great job guys! Pumped to see a new update so soon after the last one! :D |
Roy Ventus
Foxhound Corporation General Tso's Alliance
917
|
Posted - 2014.01.19 03:14:00 -
[69] - Quote
What type of damage does the MagSec do?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
690
|
Posted - 2014.01.19 04:11:00 -
[70] - Quote
Curious to hear from the community on their thoughts about the charge up times and functions for the new sidearms.
Generally I think the charge up mechanic is a good idea in some circumstances...the RR for instance it works very well. I know there is much discussion about the length of the charge time and I make no secret of my opinion that the RR is fine where it's at. That said, I go to my SMG quite a bit to offset the disadvantages of the weapon when things up close.
That said...I would like to know what you guys think of sidearm weapons with a charge up function. With the rail it keeps you honest about staying at optimal range. When you close the gap it seems like the charge up for non-alpha damage weapons can really leave you holding the bag.
For weapons that charge up damage or deliver major first round damage I like the function. It's very much like the options i had with the SCR.
For weapons that deal flat rate damage in short range / CQC the charge up time seems to run very counter to purpose.
"Third star to the right...straight ahead 'till morning."
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Summ Dude
OSG Planetary Operations Covert Intervention
114
|
Posted - 2014.01.19 05:35:00 -
[71] - Quote
Roy Ventus wrote:What type of damage does the MagSec do?
Railgun.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
125
|
Posted - 2014.01.19 07:18:00 -
[72] - Quote
Jaysyn Larrisen wrote:Curious to hear from the community on their thoughts about the charge up times and functions for the new sidearms.
Generally I think the charge up mechanic is a good idea in some circumstances...the RR for instance it works very well. I know there is much discussion about the length of the charge time and I make no secret of my opinion that the RR is fine where it's at. That said, I go to my SMG quite a bit to offset the disadvantages of the weapon when things up close.
That said...I would like to know what you guys think of sidearm weapons with a charge up function. With the rail it keeps you honest about staying at optimal range. When you close the gap it seems like the charge up for non-alpha damage weapons can really leave you holding the bag.
For weapons that charge up damage or deliver major first round damage I like the function. It's very much like the options i had with the SCR.
For weapons that deal flat rate damage in short range / CQC the charge up time seems to run very counter to purpose.
Personally, I'd like to see the RR's charge-up time increased to 0.5 seconds, after which I think the Magsec SMG and Bolt Pistol's charge-ups would be more in line as sidearms. I really have no idea how the Magsec's gonna end up, so I guess I'll just have to wait and see for that one. As for the Bolt Pistol, I think the charge-up and small clip size will be the perfect balancing factors for it's range and very high damage per shot (although honestly I'm still a little worried it might be the new OP sidearm).
Not just a laymen, but the laymen.
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Maken Tosch
Edimmu Warfighters Gallente Federation
6508
|
Posted - 2014.01.20 04:27:00 -
[73] - Quote
KAGEHOSHI Horned Wolf wrote:Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons.
An alternative would be to have the charge shot use up 3 rounds, this way you run out ammo faster and need t reload sooner. No further balancing would be needed after that, since the charge time balances it.
Another option is to make it have a normal heat system like the HMG or scrambler rifle, and just make a charge shot fill the overheat gauge 90%, so the next shot after a charge shot will cause overheat.
That's it
The Plasma Pistol in Halo overheats after each charged shot and it worked just fine in the game.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
96
|
Posted - 2014.01.20 11:54:00 -
[74] - Quote
mag seems like it's going to be op.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
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The-Errorist
464
|
Posted - 2014.01.20 18:10:00 -
[75] - Quote
Duvolle Assault Rifle DPS: 467.5 Damage per shot: 37.4 RoF: 750rpm Charge time: 0s Magazine size: 60 Damage per magazine: 2,244 Time to empty magazine: 4.8s Reload time: 3s PG/CPU: 13/90 Optimal/Effective/Absolute Ranges: 45.0/78.0/250.0
Magsec SMG DPS: 427.78 Damage per shot: 38.5 RoF: 666.67rpm Charge time: 0.3s Magazine size: 54 Damage per magazine: 2079 Time to empty magazine: 5.16s Reload time: 3.2 PG/CPU: 12/61 Optimal/Effective/Absolute Ranges: 48/66/?
Compared to the proto AR, a proto Magsec SMG has 1.1 higher damage per shot 39.72 lower DPS, 88.33 lower rpm, 3m higher optimal range, 12m lower effective range, 165 lower damage per magazine, 0.3s higher charge time, 0.36s longer to empty the magazine, and if you didn't count the charge up time, it would be only 0.06s longer to empty the magazine.
Based on this, it is not underpowered, but I'm not sure if its overpowered. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1982
|
Posted - 2014.01.20 20:52:00 -
[76] - Quote
KAGEHOSHI Horned Wolf wrote:Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons. That's it
The charge shot seems like a "very high risk high reward" weapon so I think there will still be quite a few people using it as is. Looking at the stats it seems like it'd one shot most medium suits with one pop so people who rely on sidearms for cqc would have a weapon that can end fights before they start.
Try to kill it all you want CCP, I still <3 my laser.
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Bojo The Mighty
L.O.T.I.S.
2841
|
Posted - 2014.01.20 23:36:00 -
[77] - Quote
So.....you list stats for scrambler pistols at tiers where they don't exist.....is that a hint?
Check out latest BSOTT Guide
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NK Scout
Storm Wind Strikeforce Caldari State
41
|
Posted - 2014.01.21 06:06:00 -
[78] - Quote
NK Scout wrote:KAGEHOSHI Horned Wolf wrote:Ion pistol According to some people who have read a more detailed description of the ion pistol, it overheats after every charge shot. This is a bad idea in my opinion, no one will ever use it f it means they'll be unable to run or switch weapons.
An alternative would be to have the charge shot use up 3 rounds, this way you run out ammo faster and need t reload sooner. No further balancing would be needed after that, since the charge time balances it.
Another option is to make it have a normal heat system like the HMG or scrambler rifle, and just make a charge shot fill the overheat gauge 90%, so the next shot after a charge shot will cause overheat.
That's it Inb4cloakedionpistolheadshot
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
277
|
Posted - 2014.01.21 08:04:00 -
[79] - Quote
Where is the flaylock data because the stats in game are curently crazy https://forums.dust514.com/default.aspx?g=posts&t=135872&find=unread
Director:
Diplomat
Search DL514 to apply, include some character details
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Dremel wp
Shadow Company HQ
11
|
Posted - 2014.01.21 17:48:00 -
[80] - Quote
I have a few ADS questions.
Will burst and tactical ScP's gain a sight/scope?
Will SMG and Breach SMG lose their sights and go to 'iron' sights? |
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Maciej Szambelan
Made in Poland... E-R-A
34
|
Posted - 2014.01.21 17:51:00 -
[81] - Quote
Nerf CR and RR! Rifles in assault suits will be getting 10% bonus to ROF, that means CR is gonna have 1320 RPM! C'mon, where is the balance? |
GVGMODE
WorstPlayersEver
114
|
Posted - 2014.01.22 03:33:00 -
[82] - Quote
The range on each of the weapons is hilarious... Seriously CCP. You need to get you act together regarding the ranges of your weapons.
RR is king, CR is queen, Magsec SMG and Bolt Pistol are their babies on steroids... Where does this leaves the rest of your weapons? |
Maciej Szambelan
Made in Poland... E-R-A
34
|
Posted - 2014.01.22 03:45:00 -
[83] - Quote
GVGMODE wrote:The range on each of the weapons is hilarious... Seriously CCP. You need to get you act together regarding the ranges of your weapons.
RR is king, CR is queen, Magsec SMG and Bolt Pistol are their babies on steroids... Where does this leaves the rest of your weapons? So true! Why new weapons are always OP? I've put 3 mln sp in to AR and now it's nothing compering to new rifles, can I have a respec, as I don't think it's right? |
KA24DERT
TeamPlayers Negative-Feedback
442
|
Posted - 2014.01.22 05:31:00 -
[84] - Quote
The-Errorist wrote:Duvolle Assault Rifle DPS: 467.5 Damage per shot: 37.4 RoF: 750rpm Charge time: 0s Magazine size: 60 Damage per magazine: 2,244 Time to empty magazine: 4.8s Reload time: 3s PG/CPU: 13/90 Optimal/Effective/Absolute Ranges: 45.0/78.0/250.0
Kalakiota Magsec SMG DPS: 427.78 Damage per shot: 38.5 RoF: 666.67rpm Charge time: 0.3s Magazine size: 54 Damage per magazine: 2079 Time to empty magazine: 5.16s Reload time: 3.2 PG/CPU: 12/61 Optimal/Effective/Absolute Ranges: 48/66/?
Six Kin Submachine Gun DPS: 421.67 Damage per shot: 25.3 RoF: 1,000rpm Charge time: 0s Magazine size: 80 Damage per magazine: 2,024 Time to empty magazine: 3.6s Reload time: 3 PG/CPU: 10/57 Optimal/Effective/Absolute Ranges: ?/44/125
Compared to the proto AR, a proto Magsec SMG has/takes up 2 more PG & 4 more CPU 13.2 higher damage per shot 6.11 lower DPS, 88.33 lower rpm, 3m higher optimal range, 12m lower effective range, 165 lower damage per magazine, 0.3s higher charge time, 0.36s longer to empty the magazine, and if you didn't count the charge up time, it would be only 0.06s longer to empty the magazine.
Compared to the proto SMG, a proto Magsec SMG has 1less PG & 29 less CPU 13.2 higher damage per shot 39.72 higher DPS, 333.33 lower rpm, 22m higher effective range, 55 higher damage per magazine, 0.3s higher charge time, 0.36s longer to empty the magazine, and if you didn't count the charge up time, it would be only 0.06s longer to empty the magazine.
Based on this, it's not underpowered, nor overpowered.
The Duvolle AR is still overpowered, and can still drop most suits in a second with skills and mods. Less than a second with headshots.
All this shows is that CCP is putting off raising the TTK till another patch, and in the meanwhile we all have new and fun ways to insta-gib each other.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
3457
|
Posted - 2014.01.22 06:53:00 -
[85] - Quote
Assault SMG! Where are you baby!
Don't take away ny baby ;_;
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Flint Beastgood III
GunFall Mobilization Covert Intervention
475
|
Posted - 2014.01.22 10:34:00 -
[86] - Quote
Zeylon Rho wrote:What exactly does the Rate of Fire number represent (the in-game metric is Rounds Per Minute iirc)? What is the "max range modifier" variable about? Are the damage stats here representative of the downward adjustments being made to weapon stats to help TTK (since changing weapon stats was mentioned), or are these stats kept at some parity with current weapons for comparison?
The rate of fire listed on the charts is the time (in secs) between shots.
Gÿó +¦ +¦ Gÿó
Trained Skills
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
48
|
Posted - 2014.01.22 19:39:00 -
[87] - Quote
Thank you! Now I may be able to defend myself effectively when swarming ::)
"Anybody order chaos?"
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bamboo x
Eternal Beings Proficiency V.
24
|
Posted - 2014.01.23 15:07:00 -
[88] - Quote
Are we getting a weapon respec (oh please god) |
Flix Keptick
Red Star. EoN.
3347
|
Posted - 2014.01.24 04:42:00 -
[89] - Quote
caldari scout with a cloak, magsec smg and nova knives!!!!! CALDARI FTW!!!
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
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Emo Skellington
The Neutral Zone
0
|
Posted - 2014.01.24 16:46:00 -
[90] - Quote
I really think other than the obvious nerfs of the rail and combat rifle, we should be able to tell if we hit something or someone with our explosives.
When using the plasma cannon, mass driver, or grenades of any sort we should have a hit marker appear when we have given damage out. Whether it be 1 HP or a kill.
The range on the Laser rifle is fairly bad. You only have a very certain range you can put enough dam=age to kill someone at. After a certain point , I think 20m it starts giving damage and at 50-60 its just about stops. That's a small window for a kill. The effective range should be a little bit longer. I understand that the range for minimum is fairly long and I know the reason why so please don't change the minimum effective range.
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Seigfried Warheit
127
|
Posted - 2014.01.24 23:27:00 -
[91] - Quote
oh man oh man oh god oh god proto burst and breach pistols....and new pistol and sub oooooooh for sidearms crazies like me Im loving this |
Seigfried Warheit
127
|
Posted - 2014.01.24 23:28:00 -
[92] - Quote
DeadlyAztec11 wrote:Assault SMG! Where are you baby!
Don't take away ny baby ;_;
The pain the tears the emotion your post is gold |
Dexter307
The Unholy Legion Of DarkStar
761
|
Posted - 2014.01.26 05:51:00 -
[93] - Quote
Maciej Szambelan wrote:GVGMODE wrote:The range on each of the weapons is hilarious... Seriously CCP. You need to get you act together regarding the ranges of your weapons.
RR is king, CR is queen, Magsec SMG and Bolt Pistol are their babies on steroids... Where does this leaves the rest of your weapons? So true! Why new weapons are always OP? I've put 3 mln sp in to AR and now it's nothing compering to new rifles, can I have a respec, as I don't think it's right? Scrambler pistol is already better than both of the new sidearms. |
sira draco
Ancient Erectiles
59
|
Posted - 2014.01.26 09:38:00 -
[94] - Quote
Mordecai Sanguine wrote:Please CCP be CAREFUL when you bring new weapons. They're not supposed to be too "awesome". We know you want us te be enjoyed by them and want us to use them. But making new OP weapons is not a solution. Yes lot of people will play with them but it destroy the game balance.
Since CR and RR is here the TTk has killed the game and "fitting" is now useless..... You wanted us to play with them so you make them TOTALLY OP.....(At the same level than AR and SCR....) So instead of nerfing 2 weapons (AR/SCR) and THEN make the two others rifle balanced. You've make 4 OP rifle...... And destroy the game.
Here's some suggestion of "balance" that is REALLY important :
Infantry Balance the 4 Rifles. Nerf them. Bring balance for minmatarr weapons (+5%/-5% instead of +10%/-5%). Better Bonus for Amarr scout. This is not even a basic cardiac regulator while others have one complex and one enhanced..... Lower the locus damage or make them unable to ressuply exept on a Supply depot.
Lower the medium frame speed by 0.3 and higher the light suits by 0.3. Amarr scout have the same speed than Medium Calda/Minmatarr suits.
Armor Plates : Higher speed penality but keep Hp values. The older speed penality was good with the actual Hp amount. (3%/5%/10%) Reactives : Should be same PG/CPU than normal Armor plates => And give them more hp/s. (1/2/4hp/s) Ferroscale : 25 more hp.
Armor repper : 3hp/5hp/7hp would be better : Useful with the good suit and reactives plates but not Op. (11hp/s for a single Complexif gallente. With a complex reactive plate it's 15hp/s which is HUGE after the rifles nerf and the TTK problem ruled) Once the armor plates and TTK is adjusted bring back 10% repair rate of the repair tool to avoid "God Mod". This is a "repair" tool not an "shield" tool that protect the target.
V+¬hicules Higher the price of tanks and lower modules price of vehicules.. Don't give any "base" modules to militia. They must buy them. Or use at least some SP to have at basic level. Lower the elevation of railgun turret. Higher the elevation of missiles turret (making it an AA turret.)
I agree, TTK is to short and the rifles are OP |
BL4CKST4R
WarRavens League of Infamy
1718
|
Posted - 2014.01.26 12:03:00 -
[95] - Quote
The ion pistol is a pretty bad pistol. It has the lowest DPS and the lowest range... If I were to give the scrambler rifle the lowest DPS because it has a charged shot nobody would use it so in what mentality would you agree it is acceptable for the ion pistol specially a short range weapon.
Not only that but spamming the charged shot without a cool down actually lowers your DPS more than if you were to shoot it normally. This weapon will be far from OP specially because of the range and low DPS. The charged shot is a novelty but not very useful specially in a CQC environment where lining up a good shot while ADSed will be a bit difficult. In reality the DPS of the ion pistol should be switched with the bolt pistol...
This problem doesn't only lie in the ion pistol, as long as you [CCP] keep making long ranged weapon have the same DPS as short range weapons you will NEVER have a balance. I don't care what spool time, cool down, overheat or whatever you add they will always outclass short range weapons due to the range and DPS disparity.
Armor and Shields are not the same!
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bamboo x
Eternal Beings Proficiency V.
48
|
Posted - 2014.01.26 16:04:00 -
[96] - Quote
BL4CKST4R wrote:The ion pistol is a pretty bad pistol. It has the lowest DPS and the lowest range... If I were to give the scrambler rifle the lowest DPS because it has a charged shot nobody would use it so in what mentality would you agree it is acceptable for the ion pistol specially a short range weapon to have the lowest DPS.
Not only that but spamming the charged shot without a cool down actually lowers your DPS more than if you were to shoot it normally. This weapon will be far from OP specially because of the range and low DPS. The charged shot is a novelty but not very useful specially in a CQC environment where lining up a good shot while ADSed will be a bit difficult. In reality the DPS of the ion pistol should be switched with the bolt pistol and even then that won't be enough, 20 more DPS vs 20 more range lol? What kind of bs is that the ion pistol should have a DPS similar to the scrambler, and the scrambler should have slightly lower DPS than the ion.
This problem doesn't only lie in the ion pistol, as long as you [CCP] keep making long ranged weapon have the same DPS as short range weapons you will NEVER have a balance. I don't care what spool time, cool down, overheat or whatever gimmick you add they will always outclass short range weapons due to the range and DPS disparity.
CQC, ADS... god you nerds and your abbreviations.
Try telling your girlfriend about it using that kind of speech. |
GVGMODE
WorstPlayersEver
126
|
Posted - 2014.01.27 22:52:00 -
[97] - Quote
At this pace we will get racial shotguns with 50 m range
Dual Pilot (Tank / Assault Dropship)
Mercenary hiring information is provided via in-game message.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8680
|
Posted - 2014.01.28 18:53:00 -
[98] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=138620&find=unread
Arkena Wyrnspire wrote:Comparing the stats of the ion pistol to existing sidearms, this is a weapon of very dubious value. IGÇÖm not comparing it to nova knives, because theyGÇÖre really quite different, but it is horrendously underpowered compared to the other ranged sidearms. To prove this, I have some statistics. Please do feel free to point out if I have missed anything. First, letGÇÖs compare its DPS to the other sidearms. ItGÇÖs worth noting as well that the ion pistol and scrambler pistol are both semi-automatic, meaning that they will very rarely attain their full DPS value, especially in the case of the ion pistol where the restrictively low RoF means that taps will not always translate to shots.
- The RoF of the ion pistol is 375 RPM. At 50 damage a shot, with a maxed fire rate this translates to 312.5 DPS. It does, however, have a charge shot mechanic which allows you to charge up a shot for 1.45 seconds for 350 damage. This gives a DPS of 241.
- The RoF of the magsec SMG is 666 RPM. At 35 damage a shot, this translates to 388 DPS. However, there is a short 0.3 second fire delay which reduces the initial DPS to 273.
- The RoF of scrambler pistol is 400 RPM. At 80 damage a shot, this translates to 533 DPS. Notably, it also has a 450% damage bonus on headshots.
- The RoF of the submachine gun is 1000 RPM. At 23 damage a shot this translates to 383 DPS.
- The RoF of the bolt pistol is 150 RPM. At 135 damage a shot, this translates to 337.5 DPS. However, there is a short 0.25 second fire delay which reduces the initial DPS to 253.
From this damage assessment we can see that the ion pistol is the weakest sidearm in terms of damage output when not considering the charge time on the bolt pistol and magsec SMGs. With those, it slightly outperforms them. A note on charge delay GÇô it is easily mitigated by pre-charging as the opponent comes around a corner, or constantly tapping the trigger as you move around ensuring you are charged up and ready to go at any time. This does not entirely discount the charge time GÇô it is a hindrance, but it is not a significant one. The charge shot mechanic of the ion pistol is not notable for any practical application. Upon firing a charge shot, the weapon will immediately overheat GÇô rendering follow-up shots useless. The alpha damage is not high enough to kill many opponents, so using the charge shot means you will be helpless. Additionally, using the charge shot as a follow-up to normal shots does not work because the charge time is too long and you would be better served by using normal shots. Now. Consider the sustained damage capability of each of these sidearms.
- The ion pistol has 12 shots in a clip before needing to reload. This gives 600 damage per clip. There is also possibly an overheat mechanic, though this is only known for the charge shot.
- The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
- The SMG has 80 rounds per clip for 1760 damage per clip.
- The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
- The bolt pistol has 6 rounds per clip for 810 damage per clip.
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. This is more of a handicap than it appears as well GÇô many opponents have more than 600 EHP, meaning a reload is absolutely necessary for the ion pistol where it wouldnGÇÖt be for the other sidearms. The pistols generally have lower damage per clip than the SMGs, but the ion pistol still has the lowest in class there as well.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8680
|
Posted - 2014.01.28 18:55:00 -
[99] - Quote
Arkena Wyrnspire wrote:Finally, we have the range.
- Ion pistol GÇô 20m optimal.
- SMG GÇô 25-30m optimal.
- Scrambler pistol GÇô 30-35m optimal.
- Magsec SMG GÇô 40m optimal.
- Bolt pistol GÇô 45m optimal.
This is huge. The ion pistol is not just the shortest ranged sidearm, it is by far the shortest ranged sidearm. Even its closest competitor can get up to 50% more range than it GÇô and the rail sidearms have over double the range. The ion pistol is completely unable to retaliate when sufficiently outranged and it gains nothing for it. To summarise, the ion pistol is outperformed in almost every category. It cannot compete in DPS. It cannot compete in sustained damage. Although alpha looks promising due to the charge mechanic, it loses out to the bolt pistol because it canGÇÖt follow through with its shots. It certainly canGÇÖt compete in range. It doesnGÇÖt have the RoF to be good at CQC. This is not the first time a close ranged weapon has been outperformed GÇôat close range- by longer ranged weapons, even in the DPS department. If a weapon is only able to be used at drastically shorter ranges than other weapons of its class, it needs significantly higher DPS than those in order to be useful. There needs to be an end to long ranged weapons out-DPSing close range weapons, especially when they have a higher RoF as well (which helps in CQC). The description of the ion pistol states that it is GÇ£a ruthlessly efficient close-quarters weaponGÇ¥. This is absolutely not the case should the ion pistol be released with these stats.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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BL4CKST4R
WarRavens League of Infamy
1762
|
Posted - 2014.01.29 04:19:00 -
[100] - Quote
KAGEHOSHI Horned Wolf wrote:https://forums.dust514.com/default.aspx?g=posts&t=138620&find=unread Arkena Wyrnspire wrote:Comparing the stats of the ion pistol to existing sidearms, this is a weapon of very dubious value. IGÇÖm not comparing it to nova knives, because theyGÇÖre really quite different, but it is horrendously underpowered compared to the other ranged sidearms. To prove this, I have some statistics. Please do feel free to point out if I have missed anything. First, letGÇÖs compare its DPS to the other sidearms. ItGÇÖs worth noting as well that the ion pistol and scrambler pistol are both semi-automatic, meaning that they will very rarely attain their full DPS value, especially in the case of the ion pistol where the restrictively low RoF means that taps will not always translate to shots.
- The RoF of the ion pistol is 375 RPM. At 50 damage a shot, with a maxed fire rate this translates to 312.5 DPS. It does, however, have a charge shot mechanic which allows you to charge up a shot for 1.45 seconds for 350 damage. This gives a DPS of 241.
- The RoF of the magsec SMG is 666 RPM. At 35 damage a shot, this translates to 388 DPS. However, there is a short 0.3 second fire delay which reduces the initial DPS to 273.
- The RoF of scrambler pistol is 400 RPM. At 80 damage a shot, this translates to 533 DPS. Notably, it also has a 450% damage bonus on headshots.
- The RoF of the submachine gun is 1000 RPM. At 23 damage a shot this translates to 383 DPS.
- The RoF of the bolt pistol is 150 RPM. At 135 damage a shot, this translates to 337.5 DPS. However, there is a short 0.25 second fire delay which reduces the initial DPS to 253.
From this damage assessment we can see that the ion pistol is the weakest sidearm in terms of damage output when not considering the charge time on the bolt pistol and magsec SMGs. With those, it slightly outperforms them. A note on charge delay GÇô it is easily mitigated by pre-charging as the opponent comes around a corner, or constantly tapping the trigger as you move around ensuring you are charged up and ready to go at any time. This does not entirely discount the charge time GÇô it is a hindrance, but it is not a significant one. The charge shot mechanic of the ion pistol is not notable for any practical application. Upon firing a charge shot, the weapon will immediately overheat GÇô rendering follow-up shots useless. The alpha damage is not high enough to kill many opponents, so using the charge shot means you will be helpless. Additionally, using the charge shot as a follow-up to normal shots does not work because the charge time is too long and you would be better served by using normal shots. Now. Consider the sustained damage capability of each of these sidearms.
- The ion pistol has 12 shots in a clip before needing to reload. This gives 600 damage per clip. There is also possibly an overheat mechanic, though this is only known for the charge shot.
- The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
- The SMG has 80 rounds per clip for 1760 damage per clip.
- The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
- The bolt pistol has 6 rounds per clip for 810 damage per clip.
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. This is more of a handicap than it appears as well GÇô many opponents have more than 600 EHP, meaning a reload is absolutely necessary for the ion pistol where it wouldnGÇÖt be for the other sidearms. The pistols generally have lower damage per clip than the SMGs, but the ion pistol still has the lowest in class there as well.
I think going by these numbers it is safe to say that the Ion pistol should start off at 75(468DPS)-85(531DPS) dmg per shot at standard level to compensate for its terrible range, this still leaves the Scrambler pistol as the highest DPS side arm, but it brings the ion pistol at second place.The SMG should also have it damage buffed since it is a short ranged weapon as well, the second shortest ranged sidearm so buff the damage to 26 at standard level bringing the DPS to 433.
Armor and Shields are not the same!
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KalOfTheRathi
Nec Tributis
938
|
Posted - 2014.01.29 11:31:00 -
[101] - Quote
You are Nerfing the nanohive. Why is that? The reason buried in the spreadsheet is to sell the LP version of the State Ishukone Nanohive as it will be the only one worth having.
So what have we done wrong now? You ganked all vehicles because we were playing them correctly. You are ganking logistic suits while fixing a few* and now nano hives get the gank. So, we are all expected to run out of ammo continously like Uprising 1.0? Or does the magic CCP playbook require infantry to return to base so they can reload as well?
Would you please explain how we are supposed to play your game? Seriously, it would save us all a lot of time. And no, I don't want of focus on being a back stabbing Kitten Eating Scout with a cloak.
* Hard to believe I actually typed that you fixed something. Of course, it hasn't been released yet. There is still have time. |
Emo Skellington
The Neutral Zone
1
|
Posted - 2014.01.29 15:35:00 -
[102] - Quote
The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
The SMG has 80 rounds per clip for 1760 damage per clip.
The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
The bolt pistol has 6 rounds per clip for 810 damage per clip.
[/list][/b]
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. .[/quote] [/quote]
You should not be able to drop a heavy one on one with a flippin SMG.... simply lower the SMg damage very slightly so it its at about 1650 damage per clip and the Magsec should definitely be brought down to 1770 or about there.... remember this is a SIDEARM not a PRIMARY!!!! you shouldn't be able to use this to murder a whole team, this is a safety weapon which when you need gets you out of a tight spot.... This should not be able to be used in place of an assault rifle...if it does this much damage then at least give it some short range to even the damage output. Thanks for bringing this up |
BILLJ666
The Phoenix Federation
0
|
Posted - 2014.01.29 22:52:00 -
[103] - Quote
hey i hate to be a bother but can you guys make lazer rifles a little bit better if you could id be very greatful |
Ghermard-ol Dizeriois
Maphia Clan Corporation
118
|
Posted - 2014.01.29 23:29:00 -
[104] - Quote
Emo Skellington wrote:You should not be able to drop a heavy one on one with a flippin SMG.... simply lower the SMg damage very slightly so it its at about 1650 damage per clip and the Magsec should definitely be brought down to 1770 or about there.... remember this is a SIDEARM not a PRIMARY!!!! you shouldn't be able to use this to murder a whole team, this is a safety weapon which when you need gets you out of a tight spot.... This should not be able to be used in place of an assault rifle...if it does this much damage then at least give it some short range to even the damage output. Thanks for bringing this up
Obviously you haven't been ambushed by a Six Kin SMG in CQC (distance ~ 10m)...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Nocturnal Soul
Fatal Absolution Covert Intervention
1790
|
Posted - 2014.01.30 04:47:00 -
[105] - Quote
Why does the breach have lower range than the burst variants of all side-arms.
New born sAMARRi
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
780
|
Posted - 2014.01.30 11:11:00 -
[106] - Quote
with the inclusion of the Breach I will assume the withdrawal of the Assault SMG. Which seems... ok as the general range models seems to be increasing with all weapons.
So, what to replace ASMG with... Burst and Tactical SMG's? If we take a direct comparison for damage models we have with the current AR and its variants then these will be woefully underpowered for the range increase, so as a dedicated sidearm for a rifle the standard or breach is preferable.
As for using a Burst/Tactical SMG as a primary - The greater optimal range is preferable. The innate accuracy of burst and single fire also. But again the damage model of AR variants would mean the reduced damage won't make it competitive as a replacement for the ASMG.
So will the Burst be like the standard CR? (i.e more powerful shots than the assault variant) would be an interesting idea - No good as a sidearm for a rifle as it won't be as good in CQC, but does make an interesting choice as a primary.
No offence CCP, love your work, but including these and not giving comparable data is very counter intuitive.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Ghermard-ol Dizeriois
Maphia Clan Corporation
119
|
Posted - 2014.01.30 11:16:00 -
[107] - Quote
In a pic I found somewhere here there was a suppressed SMG... *evil laugh*
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1770
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Posted - 2014.01.30 13:03:00 -
[108] - Quote
BILLJ666 wrote:hey i hate to be a bother but can you guys make lazer rifles a little bit better if you could id be very greatful
Confirmed for 1.8 by CCP remnant. They actually tried to hotfix it last week but the coding was apparently more complex than they thought, so it was pushed back.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
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KalOfTheRathi
Nec Tributis
940
|
Posted - 2014.01.31 05:06:00 -
[109] - Quote
Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. |
Xak Arji
DIOS EX. General Tso's Alliance
32
|
Posted - 2014.01.31 05:33:00 -
[110] - Quote
Well! I love the idea of having a reasable sidearm to pair with me Kaalakota Rail rifle! Before 1.7 I rocked the GEK and Flaylock combo... great for quick kills if you pair it correctly. (knock shields down with GEK, switch to flaylock to get the most out of their damage specialties) Now that I rock the RR almost always I would love sporting the Mag Sec for the range assuming that I could fit it.... I'm going to look after the update to see.
P.S. PLEASE GIVE US AN INFANTRY RESPEC! I would love to refocus my SP after 1.8. With that being said, keep the new stuff rolling! maybe after you flesh out the weapons/suit variations you could turn your attention to PvE (hint hint) and map design. The terrain is still glitchy as hell and no matter how you cut it all the maps are just a series of wide open dusty fields between points with next to no cover.
Thanks CCP. |
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Sadman 1213
Horizons' Edge
0
|
Posted - 2014.02.01 02:11:00 -
[111] - Quote
No changes to the Laser Rifles? I am disappointed. |
Kharga Lum
Arcana Imperii Ltd. Northern Army.
270
|
Posted - 2014.02.01 20:05:00 -
[112] - Quote
Some of the pistols are listed as "single shot". Did you perhaps mean semi-auto instead?
Single Shot = 1 bullet, reload.
Semi-Auto = fires once for each pull of the trigger. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
561
|
Posted - 2014.02.03 18:13:00 -
[113] - Quote
KalOfTheRathi wrote:Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. The problem with the FOTM long-range hotness right now is that there isn't a significant drawback to the long range rifles when you get to close quarters--where close range weapons like the AR are supposed to be at its best. Sure, the base CR with 3 shot burst is supposed to be harder to use at close range, but the Assault CR removes this problem. The RR is supposed to be really good at long range, which it is, but then at close range, there's not enough dispersion to make it ineffectual.
What should happen is that the Assault CR and RR, when used at close range, not ADS, should have such a wild dispersion that it's not practical to shoot from the hip, which would both incentivize switching to a sidearm that is meant to be used at close range and disincetivize using an (obviously) long ranged weapon in CQC.
Until changes are made to hinder the performance of long range weapons in the game, notably the CR and RR (and likely the Magsec and Bolt pistol), then you'll continue to see weapons that perform excellent at range, pretty good in CQC, as well as continuing to marginalize the weapons that are supposed to be great at CQC/midrange, but terrible at long range (AR and Ion pistol). What is messed up, though, is that while the AR and Ion perform very poorly at range, the CR and RR do not perform as poorly in CQC as the AR performs at range. Because of this, long range weapons will continue to dominate, since their benefit/detriments are not in sync.
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Exile Code
Immortal Guides
0
|
Posted - 2014.02.03 20:45:00 -
[114] - Quote
Vespasian Andendare wrote:KalOfTheRathi wrote:Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. The problem with the FOTM long-range hotness right now is that there isn't a significant drawback to the long range rifles when you get to close quarters--where close range weapons like the AR are supposed to be at its best. Sure, the base CR with 3 shot burst is supposed to be harder to use at close range, but the Assault CR removes this problem. The RR is supposed to be really good at long range, which it is, but then at close range, there's not enough dispersion to make it ineffectual. What should happen is that the Assault CR and RR, when used at close range, not ADS, should have such a wild dispersion that it's not practical to shoot from the hip, which would both incentivize switching to a sidearm that is meant to be used at close range and disincetivize using an (obviously) long ranged weapon in CQC. Until changes are made to hinder the performance of long range weapons in the game, notably the CR and RR (and likely the Magsec and Bolt pistol), then you'll continue to see weapons that perform excellent at range, pretty good in CQC, as well as continuing to marginalize the weapons that are supposed to be great at CQC/midrange, but terrible at long range (AR and Ion pistol). What is messed up, though, is that while the AR and Ion perform very poorly at range, the CR and RR do not perform as poorly in CQC as the AR performs at range. Because of this, long range weapons will continue to dominate, since their benefit/detriments are not in sync.
It might just be I suck with the RR, but it's kinda hard for me to kill someone (CQC) with the recoil, firerate, and sensitivity/handling of the weapon. I think they should just nerf the range on the assault variant a little.
Waiting for Caldari scout
Praying for a Respec
Assault Wannabe
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8936
|
Posted - 2014.02.07 19:28:00 -
[115] - Quote
Ion pistol is definitely underpowered, as Arkena Wyrnspire has shown here.
Magsec does seem OP from the stats I've seen. At prototype: Magsec DPS: 427.77 Range (optimal-effective): 48-66
SMG DPS: 421.66 Range (optimal-effective): 30-48
Magsec seems to have more range AND more DPS, making it worse balance issue than the RR compared to the AR. There is a 0.3 second spool up time, but I fear it won't be enough of a balancing factor. SMG does not need a buff though.
As for the pistols, lets compare: Bolt DPS: 371.25 Range: 54-72
Scrambler: DPS: 733.33 Range: 36-60
Ion DPS: 312.5 (copy pasted from Arkena) Range: 24-42
I'm inclided to say the bolt pistol is fine, the scrambler pistol is kind of OP, and the Ion and flaylock are UP
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Nocturnal Soul
Fatal Absolution Public Disorder.
1860
|
Posted - 2014.02.08 01:32:00 -
[116] - Quote
dont you dare touch my pistol
New born sAMARRi
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Tango O'Dell
Sooper Speshul Ponee Fors
0
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Posted - 2014.02.10 16:45:00 -
[117] - Quote
Can you also put up the new rifle and mass driver stats? |
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
250
|
Posted - 2014.02.12 14:38:00 -
[118] - Quote
Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
475
|
Posted - 2014.02.12 16:25:00 -
[119] - Quote
Akdhar Saif wrote:Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades.
Sadly they don't seem to care. I've tried getting some changes in the features section to no avail and whining from those that abuse them.
Please fix the mic bubble bug...
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
258
|
Posted - 2014.02.12 20:00:00 -
[120] - Quote
Ares 514 wrote:Akdhar Saif wrote:Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades. Sadly they don't seem to care. I've tried getting some changes in the features section to no avail and whining from those that abuse them.
I keep forgetting Dust is F2P, CCP will only really care about balance if it cuts into their profit. |
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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
|
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?
Why Not Zoidberg?
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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
|
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
|
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
|
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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