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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Reav Hannari
Red Rock Outriders
3110
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Posted - 2014.03.05 13:49:00 -
[91] - Quote
After one reading, no number crunching and without my morning caffeine reaching my aging brain my first impressions are:
The Assault Rifle is still going to be sub-par to everything else with the variants being useless. Retain their current numbers and it should fall in line with the other rifles.
My poor Combat Rifle took the worst hit. I'm a little sad but we'll see how it plays out. It'll still be my main. Odd considering the Rail Rifle seemed to be the most overpowered in 1.7 and I died even faster to the Scrambler Rifle.
The MagSec SMG looks extremely overpowered. You should have range or high damage compared to other weapons but not both. This one is going to need a closer look and some analysis but I'm very afraid of what it's going to do.
I like the direction you've taken with proficiency skills focusing on one defensive type but there needs to be changes to the defensive systems to get the effect that you are looking forward. Dual tanking needs to be discouraged and shield buffer bumped up some or armor reduced a bit. I'll hold judgement until after I read the dropsuit update blog.
The new damage module numbers are fine. Fitting the high cost complex module for that extra 1% is what the New Eden numbers game is about. The fact that people will cry is a bonus.
The Mass Driver looks interesting again. Sure, there will be a rash of people using them -- for a while. It should be a common sight on the battlefield along with the underused Laser Rifle. I haven't had proficiency since the beta days but I may spend more skill points on them again.
I would have changed the grenades to not reload from nanohives and left the count at three but I rarely use all mine up anyway. No real complaint here and I haven't been suffering from grenade spam lately either.
I'm disappointed my Flaylock wasn't buffed in some way. I've been carrying it again but it's been totally ineffective. I hate to switch from my Matari gear but I'll probably be changing my sidearm with the MagSec being a likely candidate. Nothing like carrying two assault rifles.
Overall, some misses, potentially a big hit with the TTK changes and excited to have new (and old) toys to play with.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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Mortishai Belmont
G.L.O.R.Y
17
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Posted - 2014.03.05 13:54:00 -
[92] - Quote
Can we get a release date?
G.L.O.R.Y solider,
Master of the Heavy
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Ghermard-ol Dizeriois
Maphia Clan Corporation
184
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Posted - 2014.03.05 13:56:00 -
[93] - Quote
I already see the FOTM: Commando with Laser and Mass Driver Both super-buffed weapons.
GG CCP...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Kovinis Sparagas
Bullet Cluster Legacy Rising
149
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Posted - 2014.03.05 13:57:00 -
[94] - Quote
Oxskull Duncarino wrote: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. +1
I support BPO removal;
RDV to take your vehicles back;
and racial weapons on starter fits
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ads alt
DROID EXILES General Tso's Alliance
34
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Posted - 2014.03.05 14:00:00 -
[95] - 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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Flyingconejo
KILL-EM-QUICK RISE of LEGION
511
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Posted - 2014.03.05 14:02:00 -
[96] - Quote
On the table for the new rifle and smg damages, the State Kaalakiota Rail Rifle is listed with better stats than the regular Kaalakiota Rail Rifle.
Is that a typo? |
Reav Hannari
Red Rock Outriders
3111
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Posted - 2014.03.05 14:04:00 -
[97] - Quote
Mortishai Belmont wrote:Can we get a release date?
With the release of the first of three dev blogs you can now speculate with a high degree of accuracy. It will be released on either March 12 or 19. I'm guessing the 19th.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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Oxskull Duncarino
0uter.Heaven
468
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Posted - 2014.03.05 14:08:00 -
[98] - Quote
Flyingconejo wrote:On the table for the new rifle and smg damages, the State Kaalakiota Rail Rifle is listed with better stats than the regular Kaalakiota Rail Rifle.
Is that a typo? It hopefully is just a typo, but I'm waiting for something similar to the militia fuel injector mess up of 1.7. One of the lasers or massdrivers in 1.8 is going to have a accidental 100% damage increase All bow before the compact infantry nuke massdriver, or the sizzling finger of death laser |
I Shot You
The Exemplars Top Men.
20
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Posted - 2014.03.05 14:14:00 -
[99] - Quote
Vyzion Eyri wrote:Quote:We also made a change to the number of spare grenades you can carry. All grenades now have their maximum ammo reduced by one. This generally means you now carry three grenades instead of two. A little mistake bolded. edit: ah someone got in before me. :P edit2: Interesting choice to buff the MD and nerf the rifles at the same time. I've still been using the MD occasionally and quite effectively; this buff is a pretty dangerous move.
So with only two av'a u can't take out a lav unless u have proto av and the. It stil takes two and with op tank ruleing the game yall choose the reduce the amout of Grenade flix and av u can carry bad move |
The Terminator T-1000
Skynet Incorporated
172
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Posted - 2014.03.05 14:16:00 -
[100] - Quote
Are we getting a SP refund because of nerfs to dmg mods and proficiecy? 5% comple dmg mod is not what I specced into. Neither is proficiency to just shields or armor. |
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Parson Atreides
Ahrendee Mercenaries General Tso's Alliance
1015
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Posted - 2014.03.05 14:16:00 -
[101] - Quote
The Good: 1. More weapons is always a good thing. More diversity and more choices makes for more enjoyment (generally).
2. Grenade capacity nerf is nice. However, you should have nerfed the grenade damage along with the capacity. You attempted to make them weaker only to make them more helpful in most situations because you've nerfed the damage of the user's main weapon.
The Bad: 1. Scrambler rifle needs a bigger damage nerf than that, especially when you compare it with the noticeably bigger nerf (percentage-wise) of the regular AR and much larger nerf to the Rail Rifle.
2. The nerf to the advanced and prototype damage modules makes them basically obsolete, doubly so considering the fitting cost differences between standard and protoype.
3. (As mentioned above) Grenade capacity nerf is nice, but without a reduction to the damage as well, plus the fact that you're nerfing the main weapon means grenades just became more preferable in any CQC fight.
The Ugly: 1. No damage or RoF nerf to the HMG? You take about wanting to reduce TTK, but don't do anything to one of the deadliest weapons in the game?
With the buff to the healing tool, the nerfs to many light weapons, grenade capacity, and damage mods, plus the addition of resistances to damage for heavy suits, they're going to be insanely powerful. The reduction to damage mods may prove some small relief.
2. The already useless swarms will be getting nerfed further with the reduced ability of damage mods.
Patch notes so far on a scale of 1-10 : 3
"The unexamined life is not worth living."
RNDclan.com
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Letscho007
Valor Coalition
1
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Posted - 2014.03.05 14:21:00 -
[102] - Quote
Why u do nerf all weapons Damage CCP, it's only one Weapon OP and i think everyone knows what i'm talking about... ;) |
Mordecai Sanguine
What The French Red Whines
485
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Posted - 2014.03.05 14:26:00 -
[103] - Quote
Guys you really should stop complaining about Damage Mods. You all seems to forget PROFICIENCY ARE GONE.
It's actually the ONLY way to have better damage. 5% damage bonus is HUGE, and you can use several of them. Damager would be useless IF proficiency would still be here , but it's not the case.
A damager means STD => ADV level => Pro level. Most of weapons tier changes ONLY on damage.
Actually it's going to be 3/4/5. It's already pretty high. 2/3/5 would be more logic and better balanced.
Guys you seems to forgot the goal is to reduce TTK. Damager of 7 instead of 10 don't reduce that much...... 5 is way better.
Oh and.... MD's defender. I'm an old MD user. And...i don't see why ressuply MD should takes same nanites than a Rifles , It shoots GRENADES. God damn it ! OF COURSE it's heavier to ressuply !!!! |
Mordecai Sanguine
What The French Red Whines
485
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Posted - 2014.03.05 14:28:00 -
[104] - Quote
Letscho007 wrote:Why u do nerf all weapons Damage CCP, it's only one Weapon OP and i think everyone knows what i'm talking about... ;)
Absolutely no.
Rail Rifle (OMG SO OP.) Combat rifle (OMG SO OP.) Assault rifle (Since hit detection but lower than other rifles) SMG (Since hit detection) ScR (Since released, between CR/RR and AR)
All rifles and high RoF weapons became OP with Hit detection issues.
You're wrong it's not a single wepaon that is Op it's an entire weapon class. |
Disturbingly Bored
Forum Warfare
1909
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Posted - 2014.03.05 14:30:00 -
[105] - Quote
Bad move on the Damage Modifiers, CCP.
You've made them useless without even understanding why. Complex Shield Extenders are now better than damage mods on every. single. possible. fit.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Celus Ivara
DUST University Ivy League
170
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Posted - 2014.03.05 14:40:00 -
[106] - Quote
CCP, so first off, very happy by-and-large with these changes. Some very good stuff here. :) I do have a few questions/concerns though:
.4 plus .25?
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? Yeah so, the Bolt Pistol, how do the charge time and ROF interact? Is it additive, or something else?
DMG mods
Justicar Karnellia 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. 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.... While I agree DMG mods need a nerf, I'd like to echo the concern others have expressed about losing intersting options for the high-slots.
2 grenades? So I can get where you guys are coming from here; grenades are part of offense and you're decreasing damage output to ease TTK issues. But decreasing carried grenades raises two issues. - First is that this includes AV grenades, which have no bearing on infantry TTK. I'd suggest leaving AV grenades at 3. (AV is also a separate issue in and of itself, gone into a bit more below.) - Second, just an observation, but if your goal was to reduce "DPS" of grenades by 1/3, I'm certain there are players who would rather have 3 'nades that do 66% damage than 2 at 100%. I personally field primarily Fuxes and do so mainly for dealing with enemy deployables. If you added variant grenades with those stats, I believe they would be well received by the community.
Accidental AV nerf
The Terminator T-1000 wrote:No buff to swarm launcher? No buffs to AV grenades? Any buffs to AV? Nerfs to Swarm Launcher, Forge Gun, DMG mods and carried grenades add up to a massive nerf to AV, at a time when AV are having a damn hard time doing their job. More dev blogs are coming and you may have something in there comprehensively addressing the vehicle/AV situation. But if you don't, can you please not make the situation worse?
Vehicle/AV balance is easily the biggest issue with the game at the moment; while also being an incredibly complex problem likely needing a multifaceted solution. If we don't have a complete, elegant solution sitting on the docket for 1.8, can we at least get a temporary duct-tapey patch on this hole? A moderate buff on Swarm Launcher lock-on range and removing Tanks from Ambush, while not being the elegant, multifaceted solution we need, would still go long way to evening out this issue while we wait.
Ion Pistol
Aeon Amadi wrote:.... 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. ... So while ranty, this does beget an interesting question: Does the Ion Pistol charge up benefit from the head-shot multiplier in the same way the Scrambler Pistol does? 385 x 6 = Holy Cats! That would be very, very good at a very, very specific role. I think it'd be fun, but we need clarification on this.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Fox Gaden
Immortal Guides
2738
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Posted - 2014.03.05 14:43:00 -
[107] - Quote
3%, 4%, 5% does not give very much incentive to skill to Proto in damage mods.
2%, 3%, 6% might have been better. Or 2%, 4%, 6%.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 14:44:00 -
[108] - Quote
Wow - HMG's dont get at least 10 % nerf Heavies are already getting buffs
- Please just add this in with 1.8 so it doesnt have to be revisited shortly after.
I also think the CR should get a larger ammo pool to offset the nerf they are giving it.
A little letdown on no mechanical changes to the way guns perform (Longer delay or jamming mechanism for CR / longer spool time or harder to use in CQC for RR) and just straight reduction in damage.
"Shine bright like a diamond"
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Sum1ne Else
WASTELAND JUNK REMOVAL Top Men.
935
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Posted - 2014.03.05 14:52:00 -
[109] - Quote
and...RESPEC?
Public Relations WJR
Its a leopleuradon Charlie a magical leoplueradon, its gunna guide our way to candy mountain!
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matsumoto yuichi san
SVER True Blood General Tso's Alliance
28
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Posted - 2014.03.05 14:58:00 -
[110] - Quote
even considering the changes to the laser rifle i am worried about never being able to finish someone with proficiency and damage mod decreases, sure melt face of shield but after that kinda goes wet noodle, we will see though. now that's not saying the decrease in damage mods isn't justified, but the proficiency thing i see the point of others, namely the shield focuses weapons with the amount of armor people have will have significant trouble finishing the opponent in some cases, and that there are few shield focused suits so few target for desiring an anti shield weapon, but that is all speculation i know there are changes to the HP layout of suits coming too so.. |
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Fox Gaden
Immortal Guides
2741
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Posted - 2014.03.05 15:01:00 -
[111] - Quote
Mossellia Delt wrote:MD won't be fotm. With heavies running around with their reduction to splash damage If the Shotgun had been buffed we would have had a true Rock Paper Scissors situation:
Heavy (Rock) kills Medium (Scissors) Medium (Scissors) kills Light (Paper) Light (Paper) kills Heavy (Rock)
Two out of threeGÇÖs not bad... for the Heavy.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Clyffton Donovan
Death Firm. Canis Eliminatus Operatives
155
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Posted - 2014.03.05 15:05:00 -
[112] - Quote
Thanks CCP, this is the taste of 1.8 I've waited on for three months.
Director / PC Ambassador
Zulu Squad Leader
Invictus Maneo~ "I Remain Unvanquished"
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KatanaPT
Tech Guard RISE of LEGION
528
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Posted - 2014.03.05 15:07:00 -
[113] - Quote
Mobius Wyvern wrote: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.
Thank you, i'm just getting a little scared about the Magsec, got a bad feeling about it...
Tech Guard Recruiting Spot
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SILVERBACK 02
SVER True Blood General Tso's Alliance
488
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Posted - 2014.03.05 15:18:00 -
[114] - Quote
suits god damn it suits!!!!!!!!
level 0 forum warrior
weapon of choice:
MARK V PYTHON.
-STB sky marshall
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Shadowswipe
Black Phoenix Mercenaries
200
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Posted - 2014.03.05 15:20:00 -
[115] - Quote
Think we can get the stats on the laser? You stated everything else and that is the only weapon I really care about in the post. Please and Thanks. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
168
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Posted - 2014.03.05 15:28:00 -
[116] - Quote
CCP you have to nerf HMGs at a similar rate to rifles or else 1.8 will continue to be Tank Spam 514, and now HMG Spam 514? How can you nerf other weapons but not the one with the lowest TTK?! |
Soraya Xel
The Corporate Raiders Top Men.
1600
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Posted - 2014.03.05 15:36:00 -
[117] - Quote
Is AV going to be covered in a different dev blog?
I'd like to be your CPM1 candidate
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Admonishment
The Enclave Syndicate Dark Taboo
137
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Posted - 2014.03.05 15:38:00 -
[118] - Quote
http://www.youtube.com/watch?v=tfslY_AvhLw
Level 5 proficiency in throat punching
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RydogV
Shadow Company HQ Lokun Listamenn
666
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Posted - 2014.03.05 15:39:00 -
[119] - Quote
Bravo. Reasonable changes with few concerns.
Obviously taking a 'wait and see' attitude to any new weapon. But happy to have some variety out there. As a Logi I have little use for sidearms but I am happy to see countless Mercs waste valuable SP chasing the next FOTM.
Glad to see the Laser Rifle back in action. I think it will finally get it's day to shine. Changes to the Mass Driver do not bother me too much but again 'wait and see'.
Biggest win so far IMO is the increase in TTK. I always appreciated the need to be smart about engaging other targets in earlier builds. That all changed with lower TTK and a lot of the game's appeal changed with it. While I think it will be an adjustment for many players who joined Dust recently, those of us who have been around awhile should be pleased we are moving back to the game's roots as a 'smart shooter'.
Of course the TTK changes give the Heavy its time to shine once more. I never subscribed to the belief that it was oh so weak when properly skilled and fitted. The recent Mauler event proved just how effective it can be even without the upcoming changes. I suspect a lot of players who were just 'messing around' with Heavy fits for the event will actually seriously consider spec'ing into them for real. I have always believed it should take teamwork to bring down a Heavy and with the upcoming changes that should prove to be the norm. Aside from a slight reduction in turn speed, I do not think the Heavy should be nerfed at all. But the biggest weakness of the Heavy should be its mobility and herein lies an issue, with the Heavy but with another game mechanic: entering and leaving vehicles.
The ability of any player, but Heavies in particular, of being able to hop out of a vehicle in a split second and begin raining death and destruction as their boots have barely touched the ground is, well, kinda silly. Combine this with the fact that, for some strange reason, vehicles fail to appear on your mini-map until they are already on top of you. Strange for something with so large a signature no? The role of a traditional Heavy is point defense and I also believe it should be able to function as QRF (Quick Reaction Force). But there need s to be a slower animation associated with getting in and out of an LAV. This is all most Heavies did during the Mauler event and Heavies should not really be so adept at 'hit and run'. Of course this is just my opinion, I am entitled to it just as anyone reading is entitled to theirs. I will respect yours if you respect mine. But in the end I hope CCP recognizes this a something that should at least be investigated if not changed.
Finally, I hope there is some attempt to balance shields back to relevance. Maybe a modest increase to extenders but even a look at possibly increasing Recharger and Regenerator effectiveness would be a plus. Maybe dial back some of the CPU requirements even. I don't know, Shields just feel soft. And that is coming from the side of someone shooting at them more than using them (again, Min Logi here). Those shield tankers out there need a little love me thinks.
Anyway, great changes. Look forward to seeing more about 1.8 in the near future!! |
Obodiah Garro
Tech Guard RISE of LEGION
750
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Posted - 2014.03.05 15:39:00 -
[120] - Quote
Heavies wouldnt be that bad if CCP got rid of their ability to hot drop using LAV.
Make Heavies able to only ride in the rear bay or shotgun. How a heavy can instatranslocate from LAV is more than irrating, its illogical and stupid, completely taking away their mobility penalty.
Nemo me impune lacessit
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