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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
M Zwei
Nyain San Renegade Alliance
22
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Posted - 2014.03.05 12:27:00 -
[61] - Quote
how about the CPU/PG of damage modifiers ? after the huge nerf of bonus of damage modifiers, would the fitting cost be reduced? |
Kovinis Sparagas
Bullet Cluster Legacy Rising
145
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Posted - 2014.03.05 12:33:00 -
[62] - Quote
wow, dev blog! so excited! It was very fun to read! Good work CCP!
Just was a little disappointed, that Assault Riffle wasn't renamed to Plasma Rifle or something like that, and made Assault Rifle the name of weapon type. So in market you could go weapons -> light weapons -> assault rifles -> Rail rifle / Combat Rifle / Plasma Rifle / Scrambler Rifle
And why still Gallente weapon don't have overheat?
And now when we will have all pistols. maybe we could make starter fits with racial weapons? Pretty please
I support BPO removal;
RDV to take your vehicles back;
and racial weapons on starter fits
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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
21
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Posted - 2014.03.05 12:37:00 -
[63] - Quote
are there plans to give armor tanks something for their high slots besides shield extenders and 1 damage mod in 1.8? and are you planning on changing any hp values from extenders and plates? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
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Posted - 2014.03.05 12:41:00 -
[64] - Quote
CCP's take on the current vehicle/infantry 'balance':
AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! |
Mossellia Delt
Militaires Sans Jeux
993
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Posted - 2014.03.05 12:45:00 -
[65] - Quote
Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty!
Av nades shouldnt be your go to av, they should be the finisher after using real av gear
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
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Posted - 2014.03.05 12:48:00 -
[66] - Quote
Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear Shame the real gear is almost useless as it is and is getting nerfed even further into the ground. |
Mossellia Delt
Militaires Sans Jeux
993
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Posted - 2014.03.05 12:50:00 -
[67] - Quote
Ryme Intrinseca wrote:Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear Shame the real gear is almost useless as it is and is getting nerfed even further into the ground.
Two competent players working together using adv forge guns > any tank outside the redline currently
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Korvin Lomont
United Pwnage Service RISE of LEGION
641
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Posted - 2014.03.05 12:53:00 -
[68] - Quote
Lorhak Gannarsein wrote:AR nerf makes it inferior to Magsec in nearly every way.
Calling it now.
MAGSEC 514
Yeah CCP really must hate the AR by now (or gallente Weapons in general), well now the AR is so bad that it gets outclassed by a sidearm
In addition one of the most OP weapons the SR (yeah I know overheating etc but still) gets nerfed less than the AR or more important the Tac AR . SO CCP why did you not remove the AR and all variants altogether???
Hmm the SG now becomes a damage boost to shields instead of the current RoF increase interesting...or a mistake?
And why the nerf for the SMG??? Now the SMG is clearly inferior to the MagSEC . And there is REALLY no reason to use the SMG less DPS, and less range????
And another nerf for AV??? As Tank Spam isn't bad enough
With this CCP solves none of the balancing issues instead they create even more .
The only good thing is TTK get slightly reduced |
Vapor Forseti
THE-TITANS
156
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Posted - 2014.03.05 12:55:00 -
[69] - Quote
Call me ignorant, but what happened to the cloak? What about respecs?
>CCP Saberwing: "NERF EVERYTHING!!!"
THE-TITANS Director
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Mobius Wyvern
Ahrendee Mercenaries General Tso's Alliance
4693
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Posted - 2014.03.05 12:56:00 -
[70] - Quote
KatanaPT wrote:CCP Logibro wrote:ads alt wrote:KatanaPT wrote:So... You nerfed almost all light weapons and the SMG and left the new sidearms with the same damage they had since they were introduced in another devblog a few months ago. I highly suggest you apply the same nerf to these new weapons or else Dust will indeed have another FOTM, in this case the Magsec, which is in almost everything superior to an light weapon. The magsec has less damage now than before this dev blog fyi... Correct. The Magsec when we originally posted it on the forums had more damage, but as part of the overall TTK reductions we lowered it's base damage a bit from 35 to 32. My excuses then, jumped to conclusions without facts :) Thank you for quick reply Everyone see this exchange?
This guy is what everyone here should act like. He made a mistake and he's graciously acknowledging that.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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CCP Logibro
C C P C C P Alliance
5542
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Posted - 2014.03.05 12:57:00 -
[71] - Quote
Vapor Forseti wrote:Call me ignorant, but what happened to the cloak? What about respecs?
The Cloak is equipment, and we'll be talking about that in a later dev blog.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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D3LTA Blitzkrieg II
0uter.Heaven
91
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Posted - 2014.03.05 12:58:00 -
[72] - Quote
SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them.
7% damage mods seemed more appropriate |
SponkSponkSponk
The Southern Legion League of Infamy
679
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Posted - 2014.03.05 13:08:00 -
[73] - Quote
D3LTA Blitzkrieg II wrote:SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. 7% damage mods seemed more appropriate
Yeah, was expecting 3/5/7 or 2.5/5/7.5
Selling dust codes!
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Aeon Amadi
Ancient Exiles. Renegade Alliance
5136
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Posted - 2014.03.05 13:09:00 -
[74] - Quote
.... This is beyond disappointing. Even discouraging...
So, what's the premise in using the Assault Rifle anymore? It was already having problems competing with the power creep brought on by the other rifles and it got nerfed so hard that the Magsec SMG is a better rifle than it is
Then you have the Ion Pistol which hasn't had any changes made to it, so it still looks like more of a hassle to use than anything. What's the premise of having the lowest damage per round out of all the pistols when you have a charge up shot that, unless it kills the target (or god forbid you miss) you're going to be vulnerable for a few seconds from the seize up?
This doesn't make any sense, at the very least the Scrambler Rifle can perform very well of it's own volition without the necessity of a charge-up and it's bolstered by extensive range and a -huge- magazine capacity. The Ion Pistol having a twenty meter range and the lowest damage out of all the pistols just makes it a liability more than anything unless you get a head-shot, but to that extent... Why is Gallente tech being shoehorned into the role of skill-shot weaponry???
Overheat + CQC = NOT A GOOD COMBINATION. What is this obsession with Gallente being a purely skill shot race (Shotgun, Plasma Cannon and now the Ion Pistol)? What is this obsession with Caldari tech having the highest damage and the longest range...? Seriously, this doesn't look good.
EDIT: And on the topic of skill-shot the Gallente Assault, unless changed, is getting a reduction to dispersion... Which only really applies to the Assault Rifle and it's variants - but lower dispersion isn't always what you want in CQC. That's more of a Caldari role.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Oxskull Duncarino
0uter.Heaven
466
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Posted - 2014.03.05 13:12:00 -
[75] - Quote
Mordecai Sanguine wrote: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 unitHeavy 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 ? Nicely laid out. It'll be interesting to see how it all comes together in a few weeks. I really hope the commandos are as you've posted, but unfortunately I see sentinels doing the same job with massdriver, magsec, flux, and loads more eHP. Just a few more weeks to find out
By the way, you actually would be right in calling assaults jack of all trades. The full saying is "Jack of all trades, Master of none", exactly what the assault is, an all round skilled, non specialised unit. I'm not getting at ya as you have better English than alot of native English speakers I know |
Oxskull Duncarino
0uter.Heaven
466
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Posted - 2014.03.05 13:14:00 -
[76] - 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'm with ya. This is a big nurf to an already not great grenade. |
Drapedup Drippedout
0uter.Heaven
514
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Posted - 2014.03.05 13:16:00 -
[77] - Quote
Did you reduce the fitting reqs on damage mods as well? Or will my BPO dmg mods be OP now?
Pro-fit Prophet
"Gimme yo lunch money"
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
712
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Posted - 2014.03.05 13:17:00 -
[78] - Quote
D3LTA Blitzkrieg II wrote:SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. 7% damage mods seemed more appropriate
Yes I think instead of 3/4/5 the should've gone to 3/5/7... now there's not much advantage to modifiers and it's easier to just use shield extenders... which also reduces fitting diversity....
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1161
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Posted - 2014.03.05 13:17:00 -
[79] - Quote
For the Ion Pistol, a fully charged shot seems to imply a guaranteed cooldown (so no build up, it's guaranteed overheat). Does that mean that a half charge does normal damage and accrues no buildup?
Additionally how much cooldown is there for a fully charged shot? Is that cooldown equal across all versions? |
Oxskull Duncarino
0uter.Heaven
467
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Posted - 2014.03.05 13:21:00 -
[80] - Quote
Kovinis Sparagas wrote:wow, dev blog! so excited! It was very fun to read! Good work CCP! Just was a little disappointed, that Assault Riffle wasn't renamed to Plasma Rifle or something like that, and made Assault Rifle the name of weapon type. So in market you could go weapons -> light weapons -> assault rifles -> Rail rifle / Combat Rifle / Plasma Rifle / Scrambler Rifle And why still Gallente weapon don't have overheat? And now when we will have all pistols. maybe we could make starter fits with racial weapons? Pretty please Considering they still haven't stopped calling some full auto weapons semi auto, I think their plans for renaming/re describing gear etc., is fairly far down the list. It's a bad idea in my view as first impressions count for alot, and seeing as there are already enough hurdles in the way of new players, confusing them with bad terminology in descriptions and stats is something so easily fixed that I consider it idiot to not fix straight away. |
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Drapedup Drippedout
0uter.Heaven
515
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Posted - 2014.03.05 13:24:00 -
[81] - Quote
Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear
Ok I know CCP is a bit lacking in terms of cognitive processing. But even I will give them the benefit of the doubt here. They are aware of tank spam being an issue and AV being UP. I expect to see some bigger changes in a devblog soonTM about vehicles. Such as only being able to fit 1 hardner, or a big time stacking penalty for the second. I doubt they made this change without considering the role of AV.
Side note....what about contact grenades? Do we get 2 of these now? 0? Unaffected? 1 contact grenade = 2 locus but < 3 locus
Pro-fit Prophet
"Gimme yo lunch money"
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1528
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Posted - 2014.03.05 13:30:00 -
[82] - Quote
I can accept my AR getting a damage reduction along with the other rifles, but making the proficiency only good against shields hurts it just a little too much. Most suits have half as much shields as armor, so even though I'll have the same amount of time taking down shields, I will never be able to tear through armor like most other weapons. If this is the way you're going then armor plates need to return to their previous values, they were over buffed. I also think the damage mod nerf was a little much. 3/5/7 would have been more appropriate. At least remove the stacking penalty.
This is why it's so important that you bring all the proposed numbers to us ahead of time, we can't give you honest assessments without knowing the bigger picture and I fear 1.8 is going to be a mess, especially if you give out a respec (please don't). We still have the problem of long range weapons being more effective in short range than their counterparts. The Ion pistol still... looks like utter crap.
I appreciate the work that has been done and I thank you for finally releasing the devblog, but this is too much of a disappointment. Hopefully the other blogs make me a bit more optimistic.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2217
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Posted - 2014.03.05 13:32:00 -
[83] - Quote
Gotta go to work (damn you RL on a dev blog day!) so my quick thoughts:
1) Dmg mods are useless now. Should have gone 3/5/7 as someone else suggested. They aren't really any better than dual tanking now, so come 1.8 that's all anyone is going to do. At least it's a an easy hotfix if they decide to tweak it.
2) People are overreacting to the MD buff. Pretty sure they aren't planning on breaking hit detection on rifles again so they aren't going to be FOTM if you also consider the changes to nanohives.
3) lolCaldari master race, high DPS and high range. Still doesn't make sense. Any why did the RR not get nerfed harder than the others? (Maybe my maths are off but looks similar across the board)
4) I can not wait for the LR blog! (Wolfman?)
5) Is that a STD assault scrambler I see?
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Beren Hurin
Onslaught Inc RISE of LEGION
2131
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Posted - 2014.03.05 13:34:00 -
[84] - Quote
Are state Kal Rail rifles supposed to have the same damage as the regular Kal ones? They have slightly higher.
Overall though, when you consider most people were running 2+ damage mods, the average DPS nerf hovers around 25% here. The balance point for rifle damage seems to be rifle damage would take over 75% to 85% accuracy over a full clip to take down a heavy of similar levels. STD (+ STD mods) vs. STD or PRO (max skills) vs. PRO.
IOW if you plan on soloing heavies in 1.8 you will likely be emptying a full clip and either be using a grenade and or a sidearm. |
jhon hartigan
Maphia Clan Corporation
104
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Posted - 2014.03.05 13:35:00 -
[85] - Quote
Nerf heavies in some way or they are going to be the OPest thing ever!!! tons of hp, hmg not nerfed as other weapons, almost every weapon deal less dmg, they have resistance to dmg...how can they be balanced this way?? plz add again the slow rotation, I think this would balance them.
What do you think about that? how are you going to make them balanced? |
Kevall Longstride
DUST University Ivy League
1031
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Posted - 2014.03.05 13:38:00 -
[86] - Quote
All in all a good set of stats here.
I'm particularly pleased about the nerf to damage mods as the jumps in damage output from each tier, has always been way too big. I would hope however that the CPU and PG requirements will remain the same. With the changes to the proficiency skills, the only way to increase raw DPS (other than suit bonuses such as the Commando) is going to be the DM's. Despite the nerf to output they should cost you a similar CPU and PG hit and have the stacking penalty still.
I've been saying for while now that the DM's should be dropped and replaced with damage type modifiers for going against shields or armour. So to have a nerf to DM's and have the weapon proficiency switch to a damage type bonus is a good compromise.
I do however share some of the concerns already expressed around the Mass Drivers buff when the rifles are getting a nerf. A potential FOTM scenario can be avoided with some careful reconsideration.
The downside to the DM's being nerfed is the problem of further nerfing the AV options. I'm sure there will be another blog addressing this as I'm sure it can't have escaped CCP's notice. I'd have AV weapons have a 20% increase in DM efficiency per level to make up for it. Which leads me to the grenades.
I'm happy about the reduction but only if it is applied to AP and flux grenades only. Unless the AV grenades get a significant damage increase, reducing them to two is just going to further increase the gap between the tank users and those meant to counter them.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1162
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Posted - 2014.03.05 13:39:00 -
[87] - Quote
In the dev blog the Ion Pistol is mentioned as having a higher ROF compared to the scrambler pistol. However the math implies (might have old data on scrambler pistol?) that the ROF is 375 rounds per minute where the scrambler is 400. (or in reverse, I have a listing for the scrambler of 400 RPM which 60 seconds divided by 400 rounds says 0.15 seconds for each shot to be fired where the Ion lists 0.16). Is the scrambler pistol taking a hit or is the Ion Pistol math off. |
Bear D'Grassi
Forsaken Immortals Top Men.
61
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Posted - 2014.03.05 13:40:00 -
[88] - Quote
On the whole, suits me sir.
Do think I am going to have to retire the triple proto Dmg mod proto swarm launcher AV fit tho, I mean, what's the point now.
Forsaken Immortals, my zimmer frame please, its time to deploy!
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Monkey MAC
Rough Riders..
2150
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Posted - 2014.03.05 13:41:00 -
[89] - Quote
Loving the changes CCP, good work, I look forward to testing the new TTK, until then I will just say good job.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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D34NOS MAZDA
WASTELAND JUNK REMOVAL Top Men.
340
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Posted - 2014.03.05 13:46:00 -
[90] - Quote
Can we have stats in an excel sheet if possible |
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