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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
alten hilt
DUST University Ivy League
92
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Posted - 2014.03.05 17:07:00 -
[151] - Quote
CHICAGOCUBS4EVER wrote: ........ every single time.. 1 step forward, 3 steps back.
at this rate we should be back in chromosome in no time and maybe things will magically be decent again
+1 for whole post
Spot on in the forums, a terror on the battlefield. |
Bones McGavins
TacoCat Industries
541
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Posted - 2014.03.05 17:12:00 -
[152] - Quote
So...
20% or so AV nerf in what was already considered tank514? That's my take away from this. Awesome.. Simple fix, keep heavy damage mods where they are and just lower light. Still have the prof nerf but that would limit the impact this will have on forges at least. Otherwise ambush is a lost cause and even smirk and Dom are gunna be in trouble. |
CHICAGOCUBS4EVER
TeamPlayers
3008
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Posted - 2014.03.05 17:13:00 -
[153] - Quote
Kaius Coriolanus wrote:Good to see a Dev blog, thanks CCP 0/
while its nice to see a dev blog I agree, I just wish the blog would be representative of POSITIVE changes needed in this game.
random player #4450006 thinks this is great, because now their frontline fit will last a little longer than it did, until of course they experience even more tankspam.
infantry-only ambush to alleviate that?
prices increased on tanks to decrease the spam?
overall if this were a pure ground game, as in infantry only, I think all the changes would be pretty decent, except the MD likely getting too much of a buff (time will tell)
but the very, VERY basic FACT is this is an infantry AND vehicle game, at the same time, and most these changes create a much greater IMbalance where it matters most..
vehicles are the strongest weapons and highest HP in the game, TTK is multiplicatively higher in vehicles than infantry, and damn near all these changes slide that bar ever more off-balance than currently, which are pretty close to center
You should never underestimate the
predictability of stupidity - Nietzche
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3722
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Posted - 2014.03.05 17:15:00 -
[154] - Quote
CHICAGOCUBS4EVER wrote:stuff
This was hard to read, but has some good points. It's still possible that they're going to adjust vehicles/AV too in 1.8, and they haven't posted about it though...
They'd have to be blind not to have noticed those issues in 1.7.
Dren and Templar equipment stats, wrong since release.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1724
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Posted - 2014.03.05 17:16:00 -
[155] - Quote
+1 Cubs. In agreement on everything. A lot of peeps whose opinions i respect and who know the game inside & out are saying the same things here.
The really soul-crushing thing for me is that it looks like some things haven't changed under Rouge's leadership.
I support SP rollover.
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 17:17:00 -
[156] - Quote
Crimson Cerberes wrote:Lol, reduced damage eh?
So the Combat rifle, at base, will still do 540 DPS, this is more than the assault rifle used to do by nearly 100 DPS, and this is after a nerf.
Yeah, right.
LOL - CR got the biggest percentage hit and its still not enough for you.
Now when all start stacking more extenders any CR user will have to strap a supply depot to their back.
"Shine bright like a diamond"
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CHICAGOCUBS4EVER
TeamPlayers
3012
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Posted - 2014.03.05 17:19:00 -
[157] - Quote
Zeylon Rho wrote:CHICAGOCUBS4EVER wrote:stuff This was hard to read, but has some good points. It's still possible that they're going to adjust vehicles/AV too in 1.8, and they haven't posted about it though... They'd have to be blind not to have noticed those issues in 1.7.
yes I get long winded sometimes (ok often) but its to paint a picture that apparently isn't clear when I make a concise statement.
and yes, if there is another 'dev blog' that addresses the other part of this, I could very well have wasted a lot of keyboard life.
but we all know not to ever 'expect' any such Logic now do we?
I really hate being pessimistic, but every build gets harder not to be...
You should never underestimate the
predictability of stupidity - Nietzche
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IgniteableAura
Pro Hic Immortalis
644
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Posted - 2014.03.05 17:30:00 -
[158] - Quote
Perhaps there will be a buff to swarm and forge damage to compensate for the dmg mod reductions? Would it be better if they put the dmg into prof skill? Adding a lot more % for shield/armor then currently. Perhaps 5%/level would help even things out.
AV shouldnt be forced to utilize dmg mods to be effective.
PHI Recruitment
or PHIsh Tank in game
Youtube
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Terram Nenokal
Molon Labe. General Tso's Alliance
325
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Posted - 2014.03.05 17:30:00 -
[159] - Quote
AV grenades really need a buff now if the stock is reduced by 1. They were kind of bad already before this change. Otherwise it all looks good to me!
Loving to hate and hating to love Dust 514 since May 2012
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JIMvc2
BurgezzE.T.F General Tso's Alliance
6
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Posted - 2014.03.05 17:34:00 -
[160] - Quote
CCP Frame wrote:Magsec SMG, Bolt Pistol and Ion Pistol? Yes, they are coming with Uprising 1.8 together with tweaked TTK, buffs and other changes to DUST 514's weaponry! Read the full dev blog right here, and feel free to give us your feedback in this very thread!
I'm glad that you guys buffed up the Mass Driver :D Now I can Boom boom the n00bs with the Mass Tube Driver :D |
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Mell caneva
Megadex-ESP
13
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Posted - 2014.03.05 17:37:00 -
[161] - Quote
CCP Frame wrote:Magsec SMG, Bolt Pistol and Ion Pistol? Yes, they are coming with Uprising 1.8 together with tweaked TTK, buffs and other changes to DUST 514's weaponry! Read the full dev blog right here, and feel free to give us your feedback in this very thread!
well, first sorry for my english.
Well, the grenades are perfect how they are perfect with 3, 2 is very low, so the militia grenades are only 1 so I think is very low.
The asault rifle is with a very low damage, the rail rifle its ok because its very strong and have a lot of damage but the other weapons are good how they are now, think if there will be Resistance 25% for a weapon and - 10% of damage for some weapons, its very very bad :/.
The damage modificators are Ok but us have to get out the penalitation for more than one for time.
Regards! From the spanish forum :)
Yo no estoy loco, solo estoy demente.
Diario de Jhonatan (XBOXER091)
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DUST Fiend
OSG Planetary Operations Covert Intervention
12021
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Posted - 2014.03.05 17:37:00 -
[162] - Quote
My only concern is with damage mods.
It seems like a LOT of SP to dump for 2% added damage :/
Dat Ion pistol though, here's hoping for the infantry respec so I can go Gallente Shotgun Scout with an Ion pistol.
FOR THE FEDERATION!!!
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4792
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Posted - 2014.03.05 17:38:00 -
[163] - Quote
I.....I don't see anything about the flaylock stats.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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The Terminator T-1000
Skynet Incorporated
174
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Posted - 2014.03.05 17:41:00 -
[164] - Quote
Where are the stats for all medium suits? |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7208
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Posted - 2014.03.05 17:41:00 -
[165] - Quote
I'm extremely disappointed you guys went ahead with the proposed weapon proficiency changes. For a set of weapons say like the laser weapons (scrambler rifle, scrambler pistol, and laser rifle) they already do 120% against shields and shields are never stacked very highly. It just seems like a waste. All this really seems to do is give weapons geared towards armor an even greater advantage since armor is what is tanked highly.
CCP what you should of done if you wanted to lower TTK is instead make weapon proficiency something completely unique for each weapon like their operations bonus.
Mail me in game if interested in learning about the Amarr Empire and serving them in Faction Warfare.
Amarr Victor!
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JIMvc2
BurgezzE.T.F General Tso's Alliance
7
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Posted - 2014.03.05 17:43:00 -
[166] - Quote
The Terminator T-1000 wrote:Where are the stats for all medium suits?
There're still working on the racial suit stats. Its not complete but working in progress.
Can't wait for the Gallente Heavy !!! |
The Terminator T-1000
Skynet Incorporated
174
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Posted - 2014.03.05 17:44:00 -
[167] - Quote
Why not nerf CR ROF? |
CHICAGOCUBS4EVER
TeamPlayers
3015
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Posted - 2014.03.05 17:50:00 -
[168] - Quote
Aero Yassavi wrote:I'm extremely disappointed you guys went ahead with the proposed weapon proficiency changes. For a set of weapons say like the laser weapons (scrambler rifle, scrambler pistol, and laser rifle) they already do 120% against shields and shields are never stacked very highly. It just seems like a waste. All this really seems to do is give weapons geared towards armor an even greater advantage since armor is what is tanked highly.
CCP what you should of done if you wanted to lower TTK is instead make weapon proficiency something completely unique for each weapon like their operations bonus.
they already nerfed shield extenders making everyone make the move to armor..
why?
fitting requirements. 10 CPU 1 PG I get 85 armor (more with innate) with a basic plate
shield? 54 CPU 11PG for 66 shield with stacking penalty.
door #1? or door #2?
I like the idea of a 'efficiency' skill for each weapon.. but that's what proficiency for each weapon CURRENTLY is..
You should never underestimate the
predictability of stupidity - Nietzche
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 17:59:00 -
[169] - Quote
CHICAGOCUBS4EVER wrote:Aero Yassavi wrote:I'm extremely disappointed you guys went ahead with the proposed weapon proficiency changes. For a set of weapons say like the laser weapons (scrambler rifle, scrambler pistol, and laser rifle) they already do 120% against shields and shields are never stacked very highly. It just seems like a waste. All this really seems to do is give weapons geared towards armor an even greater advantage since armor is what is tanked highly.
CCP what you should of done if you wanted to lower TTK is instead make weapon proficiency something completely unique for each weapon like their operations bonus. they already nerfed shield extenders making everyone make the move to armor.. why? fitting requirements. 10 CPU 1 PG I get 85 armor (more with innate) with a basic plate shield? 54 CPU 11PG for 66 shield with stacking penalty. door #1? or door #2? I like the idea of a 'efficiency' skill for each weapon.. but that's what proficiency for each weapon CURRENTLY is..
Well on the other side of this Armor weapons have lost 15% damage plus the nerf % they better make their shots count or they will be reloading / out of ammo when they get though the shield tank. Yes Flux but that also got reduced.
Both sides were affected. Tanking wins out again.
"Shine bright like a diamond"
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Joseph Ridgeson
WarRavens League of Infamy
659
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Posted - 2014.03.05 18:00:00 -
[170] - Quote
A fairly lackluster amount of data for having waited this long, at least in my opinion. There is nothing here that hasn't been mentioned before other than reducing grenades down by one. I assume this means Militia will carry a single one and the regulars will carry two. But reduced effectiveness of damage modifications, an across the board reduction to Rifle damage, increases to the effectiveness of the Mass Driver, and what the side arms were going to do had already been explained on the forums or IRC.
As stated, the only new thing here is the grenade number reduction. I was really hoping for more given the several months that we Bunnies have been waiting for new information. The sidearms, despite not being a new thing that we learned, do look interesting though I am curious in the Ion Pistol will find much use. |
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Trevor K
Sanmatar Kelkoons Minmatar Republic
36
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Posted - 2014.03.05 18:02:00 -
[171] - Quote
CHICAGOCUBS4EVER got it right. Started playing DUST way, way back, when you had to buy merc pack to get into closed beta, & the game was actually fun. Had really high hopes for DUST, told family & friends to check it out, much to the dismay of their significant others . However, most of what the discussions were about for DUST, planetary exploration & the like, have never happened.
Whenever I get on now, it just isn't enjoyable. Even worse, with every update, the millions of SP I've spent on skills (AR, for example) are rendered meaningless & a complete waste. At this point, I basically log in every day for my 6k daily bonus & to check how much my passive SP is at, if it's enough to spend on topping off a skill, good. If not, I wait until it is.
On a positive note. By the time they work this all out, I should have enough passive SP accumulated to skill into pretty much anything. |
The Terminator T-1000
Skynet Incorporated
174
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Posted - 2014.03.05 18:02:00 -
[172] - Quote
I am going into HAVs |
The Headless Horseman
Paladin Survey Force Amarr Empire
38
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Posted - 2014.03.05 18:05:00 -
[173] - Quote
The ONLY way to fix TTK is REMOVE/NERF head shots. Once that's done, the game would be golden. Hp for hp. As much as I like getting 50+ kills a match. Its not fair to new players. It would make the game more fun/challenging.
I am NOT happy about damage mod nerf. I ONLY use them on my forge. Guess ill find yet another roll in 1.8. Like sitting in MCC(desk job):
Signed, Sealed, Delivered
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
608
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Posted - 2014.03.05 18:28:00 -
[174] - Quote
Love the DM changes and damage reduction on weapons. Bit worried about the MD and that Magsec is probably going to be OP. I always worry when they introduce new weapons given their track record :)
Seems like snipers got shafted. I also hope they have some changes to vehicles or they just completely screwed AV over even more then the broken ass state it's currently in.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Nyra Volki
KILL-EM-QUICK RISE of LEGION
176
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Posted - 2014.03.05 18:32:00 -
[175] - Quote
Yes Nerf to the damage mods favorite part of the Dev blog. That Ion pistol looks bad ass but i'm sticking to my caldari magsec. Also love the change to weapon proficiency.
Silent you must be
Or die you will
From True scout a kind message
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JP Acuna
Pendejitos Canis Eliminatus Operatives
86
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Posted - 2014.03.05 18:34:00 -
[176] - Quote
I'd have waited until we see how all the changes go before buffing the mass driver. Everything else seems good.
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Cyrus Grevare
WarRavens League of Infamy
63
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Posted - 2014.03.05 18:34:00 -
[177] - Quote
Just to echo the community, this looks discouraging and disheartening so far, so many good points made so far on AR, AV, etc.
Must... resist... no.... no.... I don't want... the bitterness argh it hurst, I don't want to become a bitter vet... noooo!!
~pants heavily
Still trying to keep hopes for balance and trust CCP will make it work, but... ugh... this looks difficult.
www.protofits.com - a fitting tool project
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Chunky Munkey
Amarr Templars Amarr Empire
3335
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Posted - 2014.03.05 18:34:00 -
[178] - Quote
CCP Frame wrote:Magsec SMG, Bolt Pistol and Ion Pistol? Yes, they are coming with Uprising 1.8 together with tweaked TTK, buffs and other changes to DUST 514's weaponry! Read the full dev blog right here, and feel free to give us your feedback in this very thread!
So you're not actually nerfing the Rail & Combat rifles!? Their damage reduction is proportionate to that of the ScR & AR.
I don't even know what to say at this point. If we don't get a respec I'm gone.
No.
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Korvin Lomont
United Pwnage Service RISE of LEGION
645
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Posted - 2014.03.05 18:37:00 -
[179] - Quote
KAGEHOSHI Horned Wolf wrote:Indirect AV nerfs: damage mod nerf, grenades carried nerf (for flux and AV grenades). Was the grenade count reduction necessary for anything other than locus? It takes 3 standard PACKED AV nades to take out a cheap LAV.
RR is likely still going to be comparatively OP compared to the AR since they got nerfed by very close values; CCP still doesn't get that range and DPS should be inversely proportional, high range weapons will always be preferable to low range ones if DPS is similar. I bet they'll make the same mistake with magsec.
Did you guys need to nerf the inferior AR variants by same percentage? this could have been an opportunity to make them better by comparison by not nerfing them as hard.
I am a SCR user, but WHY WHY WHY did the ARs get nerfed harder than the SCRs? ARs were the least viable of the racial rifles in 1.7.
A 2% difference from basic to complex is not worth it, there no reason to use complex damage mods anymore. Should have been 3%-5%-7%, this is just overkill.
Holy crap, they really are making the same mistake with the magsec. The magsec was shown to be OP compared to the SMG by players in the feedback thread of the previously released stats, and you nerf the SMG? Yes, guess you are repeating the same mistake.
magsec 355 DPS
SMG 350 DPS
Magsec has more range, AND more DPS?!
So sad but also so true. I REALLY don't get where CCP wants to move with this crap. Further nerfing to the weakest Rifle to the grade of a sidearm. Another nerf to AV across the board even though CCP acknowledged that AV is underperforming...introduction of OP new weapons (oh and one clearly UP). I really lose hope for this game. |
Cyrus Grevare
WarRavens League of Infamy
64
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Posted - 2014.03.05 18:46:00 -
[180] - Quote
This might be a dumb question...
Are these the final stats that will be seeing come 1.8? I'm under the impression that once STATS make it to a DEV blog they are FINAL for the version.
I ask because I'd like to start manually updating said stats on my fitting tool instead of waiting for the new SDE.
www.protofits.com - a fitting tool project
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