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Thread Statistics | Show CCP posts - 5 post(s) |
ads alt
DROID EXILES General Tso's Alliance
30
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Posted - 2014.03.05 11:24:00 -
[31] - Quote
ads alt wrote:Lorhak Gannarsein wrote:AR nerf makes it inferior to Magsec in nearly every way.
Calling it now.
MAGSEC 514 Less fire rate, less damage to shields, whatever you say man... When you give a duster a dev blog, thell want more, when they want more, they develop a taste for developer blood, when they develop a taste for developer blood, they spam the forums, when they spam the forums, the moderators come in, when the moderators fail, all the moderators lock every topic! And the forums are destroyed....and thats why the devs waited this long.
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Mossellia Delt
Militaires Sans Jeux
984
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Posted - 2014.03.05 11:24:00 -
[32] - Quote
I'm not sure how to feel about this. Though I wanted DMG mods balanced, I fear for the already underpowered sniper rifle. (No not the redliners who use it, people like myself who actually leave the redline and use it). Another big worry is heavies vs scouts with the heavies suit bonus.
I was a supporter of scouts being the heavies counter, but even high alpha weapons seem pointless vs the heavy when used by a scout now.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Ferocitan
WASTELAND JUNK REMOVAL Top Men.
97
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Posted - 2014.03.05 11:24:00 -
[33] - Quote
I agree with most changes, but not the Massdriver. |
Ferocitan
WASTELAND JUNK REMOVAL Top Men.
97
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Posted - 2014.03.05 11:25:00 -
[34] - Quote
Rabbit C515 wrote:a question about bolt pistol it has charge time 0.25s, rate of fire 0.4s
then, is it going to be : hold the trigger > 0.25s > pew > 0.4s > 0.25s > pew > 0.4s > 0.25s > pew > 0.4s > 0.25s > ...
or ? hold the trigger > 0.25s > pew > 0.25s > full charge and wait (0.4-0.25)= 0.15s > pew > 0.25s > full charge and wait 0.15s > pew bolt pistol can charge up first and wait for the second shot?
More like
hold the trigger > 0.25s > pew > 0.4s > pew > 0.4s > pew > 0.4s > pew > ... reload. |
Slash Phage
United Pwnage Service RISE of LEGION
17
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Posted - 2014.03.05 11:25:00 -
[35] - Quote
MagSec with silencer?! :drool: |
Cody Sietz
Bullet Cluster Legacy Rising
2510
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Posted - 2014.03.05 11:26:00 -
[36] - Quote
The Ion pistol!?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Keri Starlight
0uter.Heaven
2704
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Posted - 2014.03.05 11:26:00 -
[37] - Quote
Because nerfing the already obsolete AR variants (Burst-Breach-Tac) was ABSOLUTELY necessary!!!
LOLOLOLOLOLOL
"I load my gun with love instead of bullets"
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
993
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Posted - 2014.03.05 11:27:00 -
[38] - Quote
Looks pretty nice!
DUSTBoard
DUSTSearch
DUST Server Status
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Ferocitan
WASTELAND JUNK REMOVAL Top Men.
98
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Posted - 2014.03.05 11:31:00 -
[39] - Quote
Keri Starlight wrote:Because nerfing the already obsolete AR variants (Burst-Breach-Tac) was ABSOLUTELY necessary!!!
LOLOLOLOLOLOL
you ambush someone with AR. all other rifles turn around and kill you before you kill them :D |
Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:31:00 -
[40] - Quote
Review :
I don't really read all the numbers of the three new secondary weapons, i just hope Caldari Tech DON'T have the same DPS thant the others, ranged weapons should have a lower DPS since they have more range. "They have less RoF" => If at the end they have the same DPS then RoF don't really count.
I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really Nice
Nerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8)
NOW the huge problem.
1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL.
2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp.....
For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor.
For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....
Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.
Anyway GREAT Dev blog and overall really good things. (Could we have the range numbers, a graphic for Laser Rifles range please ?) |
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Kaughst
Nyain San Renegade Alliance
218
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Posted - 2014.03.05 11:34:00 -
[41] - Quote
Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Summer Sault
Molon Labe. General Tso's Alliance
49
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Posted - 2014.03.05 11:35:00 -
[42] - Quote
Yes, Information! Happy merc here. I would be happier if you actually gave all the information. And a costumer that feels he/ she could have been happier..... well... Let's not get into that. I've got a couple of questions. More about CCP than the blog, they are inspired by "the blog" though.
Why would you release a "full" statistics spreadsheet regarding the new sidearms but not include the other sidearms?
Why would you release a difference spreadsheet for the light weaponry and then not do that for the massdriver?
Why are there differences listed for the laser rifle but no stats given like there are for the massdriver?
Why is there no justification given for the changes? Also known as: Why do you feel this change is needed?
For example: the completely random change in grenade ammunition. A merc could assume this is to combat the grenade spammers. The way I understand grenade spam it requires standing on a hive and throwing grenades until the hive runs out or the enemy doesn't spawn in anymore. This doesn't really get affected by grenades carried.
Apart from these questions I am happy that there is some progress being shown. Keep at it!
Cheers.
Hello, Worlds!
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Medic 1879
Forsaken Immortals Top Men.
1815
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Posted - 2014.03.05 11:41:00 -
[43] - Quote
Pretty concerned about the grenade nerf to be honest, I am currently seeing allot of heavies driving round in LAV's jumping out a few feet away from people and trying to kill them then jumping back in and driving off. Currently with the speed of LAV's and how bad swarms are, swarms are no good at taking them out (if they bother to fit the LAV) forgeguns can still hurt LAV's, Plasma cannons, well I can hit LAV's with them but its not particularly effective. So at the moment the best form of defense against a LAV is AV nades and it currently takes 3 packed ADV to take out one unfitted MLT LAV in 1.8 you will only be able to carry 2.
1.8 is going to be lots of heavies driving round in LAV's as the only thing that can really worry them is a tank.
Lead Diplomat for Forsaken Immortals.
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SponkSponkSponk
The Southern Legion League of Infamy
677
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Posted - 2014.03.05 11:41:00 -
[44] - Quote
Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
That is the only thing that even pretends to keep the mass driver in check, come 1.8.
Selling dust codes!
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Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:43:00 -
[45] - Quote
Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
Since it's more powerful , it needs less ammo to kill. So inderictely (I'm not an English native user...Sorry.) it's a buff to ammo capacity. And there's skills to increase ammo capacity, use it. it's 1 ammo per level. Making my mass driver carrying more than 17 ammo. (These are grenades you can't carry 80000 grenades you know.....
Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles.
Now that Rifles have been nerfed, MD is like before in the old time of Spamful MD. They REALLY don't need a buff for ammo capacity. |
Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:45:00 -
[46] - Quote
Medic 1879 wrote:Pretty concerned about the grenade nerf to be honest, I am currently seeing allot of heavies driving round in LAV's jumping out a few feet away from people and trying to kill them then jumping back in and driving off. Currently with the speed of LAV's and how bad swarms are, swarms are no good at taking them out (if they bother to fit the LAV) forgeguns can still hurt LAV's, Plasma cannons, well I can hit LAV's with them but its not particularly effective. So at the moment the best form of defense against a LAV is AV nades and it currently takes 3 packed ADV to take out one unfitted MLT LAV in 1.8 you will only be able to carry 2.
1.8 is going to be lots of heavies driving round in LAV's as the only thing that can really worry them is a tank.
I'll be in my Amarr Commando Suit burning them with my Laser Rifle / SCR swapping one to the other when close to Overhet *Mouahahha* |
The Terminator T-1000
Skynet Incorporated
169
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Posted - 2014.03.05 11:46:00 -
[47] - Quote
No buff to swarm launcher? No buffs to AV grenades? Any buffs to AV? What is the new effective range for the laser rifle? |
Atom Heart Mother
Nazionali Senza Filtro
112
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Posted - 2014.03.05 11:48:00 -
[48] - Quote
AR has become last of a choice when it used to be king of weapons once, I disagree such nerf and hope for a full respec at this point. |
Balamob
SVER True Blood General Tso's Alliance
2
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Posted - 2014.03.05 11:53:00 -
[49] - Quote
Mordecai Sanguine wrote:Review : I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.)
agree with most things but now with this huge nerfs to damage (which seemed necesary), heavies gonna be godly. they r hard to kill on 1.7, but with the extra dmg reduction on 1.8, they r going to be a pain in the *****. Is like giving tanks a buff and a nerf to AV weapons, wait that alrdy happened -¼-¼.
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ChromeBreaker
SVER True Blood General Tso's Alliance
1610
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Posted - 2014.03.05 11:56:00 -
[50] - Quote
Can we get before and afters for the Massdrivers and Laser Rifles??
Pretty please
The answer is "ForgeGun"... doesnt matter what the question is...
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ROCKO THE HELLHOUND
Ultramarine Corp
9
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Posted - 2014.03.05 11:58:00 -
[51] - Quote
nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here. |
Mordecai Sanguine
What The French Red Whines
478
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Posted - 2014.03.05 12:03:00 -
[52] - Quote
Balamob wrote:Mordecai Sanguine wrote:Review : I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.) agree with most things but now with this huge nerfs to damage (which seemed necesary), heavies gonna be godly. they r hard to kill on 1.7, but with the extra dmg reduction on 1.8, they r going to be a pain in the *****. Is like giving tanks a buff and a nerf to AV weapons, wait that alrdy happened -¼-¼.
Which seems totally Logic.
Assaults are frontline soldiers, able to move quickly, use their weapons better , quick "surprise" attacks and ambush. All around soldiers. (Not Jack of all trades !)
Logi are here to help their teamates. Medical / Engineer / Support / Tactical unit
Heavy are the ultimate AV / average Anti-infantry unit , but can be easily be trapped with his poor mobility and big scan profile. Logi dependant. Turret Unit *You shall not Pass !!!*
Commandos seems to be the anti-Heavy, bigger DPS , bigger mobility , they are an Heavy but...better (but lower health.) Like Big Daddy and Big sisters in Bioshock. Weapon Master Unit, Heavy chasing unit.
Scouts are specialized into ambush gameplay style , average DPS but HIGH Burst damage but low ehp and teribly squishy (Nukers in League of Legend). They are sent in frontline , prepare the ground take the advantage about objectives before the arrival of ennemis / can set traps with remotes. Special forces units
Better vision of the several types of gameplay in Dust 514 ? |
Mossellia Delt
Militaires Sans Jeux
992
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Posted - 2014.03.05 12:03:00 -
[53] - Quote
ROCKO THE HELLHOUND wrote:nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here.
MD won't be fotm. With heavies running around with their reduction to splash damage
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Kaughst
Nyain San Renegade Alliance
219
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Posted - 2014.03.05 12:10:00 -
[54] - Quote
Mordecai Sanguine wrote:Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8. Since it's more powerful , it needs less ammo to kill. So inderictely (I'm not an English native user...Sorry.) it's a buff to ammo capacity. And there's skills to increase ammo capacity, use it. it's 1 ammo per level. Making my mass driver carrying more than 17 ammo. (These are grenades you can't carry 80000 grenades you know..... Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles. Now that Rifles have been nerfed, MD is like before in the old time of Spamful MD. They REALLY don't need a buff for ammo capacity.
I do not think you are right, the dam. increase is making up for the prof. nerf as the 10% on it is practically half or more than the damage increase and does not leave alot of room for saying that it makes it stronger than the rifles or other weapons even by the current 1.7 standards.
'Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles.'
This seems very hard to believe, the Assault MD is the only weapon I know at the moment that is potentially unbalanced if you happen to stack dam. mods which are also being nerfed.
Also to stay on topic...I have found that resupplying a MD on lower tier nano hives takes more nanite supply than a conventional rifle does, I hope that is also changed so that the ammo takes as much as a LR or AR does.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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SponkSponkSponk
The Southern Legion League of Infamy
678
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Posted - 2014.03.05 12:12:00 -
[55] - Quote
ChromeBreaker wrote:Can we get before and afters for the Massdrivers and Laser Rifles?? Pretty please
Let's just say that standard mass drivers will now do more damage than the Freedom MasS Driver does now.
Selling dust codes!
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1857
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Posted - 2014.03.05 12:17:00 -
[56] - Quote
bamboo x wrote:However I'm concerned that shield-based weapons will ultimately be inferior, unless shield-based suits are more balanced (stronger) against armor-based suits than they are now.
Currently everybody is dual tanking anyways. Because there is literally no real possibility to create a viable armor tank at all. No armor modules for high slots. If anything shield suits are better than armor suits.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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ROCKO THE HELLHOUND
Ultramarine Corp
9
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Posted - 2014.03.05 12:20:00 -
[57] - Quote
Mossellia Delt wrote:ROCKO THE HELLHOUND wrote:nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here. MD won't be fotm. With heavies running around with their reduction to splash damage
then Heavy's with MD's and one of the new sidearms lol!
no, really - since rather squishy scouts are coming in bigtime as well and that the Light-, & Medium-Frames will still be the most-used ones, i am very certain about MD + new sidearm combo will be FOTM if they do not exclude the MD-Buff from 1.8 (which of course they won't - since they would never listen to us without months of considerations anyway i am afraid...). |
Obodiah Garro
Tech Guard RISE of LEGION
725
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Posted - 2014.03.05 12:22:00 -
[58] - Quote
Very nice changes, gotta hand it to CCP for getting something right.
However 3 things will quickly become very apparent :-
ScR will still be mercilessly OP
Sniper rifles have been stealth nerfed hugely (but who really cares on this eh? )
MD may end up becoming FOTM, especially as secondary weapon on commandos (ScR + MD) will become unparreled monsters.
Still, good job I like these changes
Nemo me impune lacessit
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
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Posted - 2014.03.05 12:26:00 -
[59] - Quote
There is so much wrong with this. For instance:
1. MD gets 15-25% damage buff while rifles get 10-15% nerfs, guaranteeing explosive spam, something everyone agrees is absolutely horrible.
2. There is virtually no DPS or range difference between Magsec SMG and AR, but the Magsec is a sidearm.
3. There is virtually no DPS difference between Magsec SMG and SMG, but the Magsec has far longer range.
4. The AR gets nerfed more than the ScR and the assault CR, when the AR is already weaker than them.
5. And the most inexplicable of all, the breach, tactical, and burst ARs get 12% nerfs, when they're already terrible. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
180
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Posted - 2014.03.05 12:26:00 -
[60] - Quote
ChribbaX wrote:Looks pretty nice, except swarms still feel kinda useless...
This worries me too. Proto swarms were still occasionally viable, but pretty much needed stacked damage mods. If damage mods are getting gutted, swarms need to come waaaayyy back up. |
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