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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Appia Vibbia
Ancient Exiles. Renegade Alliance
1374
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Posted - 2014.03.05 20:53:00 -
[211] - Quote
Dear CCP Developers, I think you really need to listen to your player-base more. We continue to tell you that your buff to Mass Drivers is going to make them overpowered (OP) time and time again since you suggested they would be receiving a buff, yet you refuse to listen to anyone that desires balance. Come the release of 1.8, when there is thread after thread after thread complaining about Mass Driver spam please do not take another three to four months just to fix it and reduce the stats back to what they currently are.
I'd also like to point out that without increasing the damage of all AV grenades, you just nerfed AV again in a world of OP tanks and Dropships.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com (checked every Monday/Wednesday/Friday)
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cranium79
ZionTCD
94
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Posted - 2014.03.05 20:55:00 -
[212] - Quote
Lorhak Gannarsein wrote:AR nerf makes it inferior to Magsec in nearly every way.
Calling it now.
MAGSEC 514
i called that one back when the announced the thing. i've been saying... Cal heavy with 2 magsec smg's... less cpu than gek ar, a slight increase in pg, but more damage than a duvalle ar... = OP.
here's the link...
https://forums.dust514.com/default.aspx?g=posts&m=1829885#post1829885 |
TranquilBiscuit ofVaLoR
TCD ToXiCaTeD RISE of LEGION
1575
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Posted - 2014.03.05 21:04:00 -
[213] - Quote
i haven't read completely through, but it said shotgun proficiency increases damage to shields, when right now, shotgun proficiency doesn't even increase base damage. it increases RoF. so does that mean you're changing it, and if so, then can you change the base shotgun rate of fire to match one with proficiency 5. i actually prefer the RoF increase over a damage increase, and i can't be the only one who feels this way.
Anime > EVERYTHING
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Llast 326
An Arkhos
2197
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Posted - 2014.03.05 21:18:00 -
[214] - Quote
TranquilBiscuit ofVaLoR wrote:i haven't read completely through, but it said shotgun proficiency increases damage to shields, when right now, shotgun proficiency doesn't even increase base damage. it increases RoF. so does that mean you're changing it, and if so, then can you change the base shotgun rate of fire to match one with proficiency 5. i actually prefer the RoF increase over a damage increase, and i can't be the only one who feels this way. I am in agreement with you on this as well. I was hoping that is was just an oversight when putting together the Devblog. "this weapon does this damage category, so it goes here." and was overlooking the fact that the skill functions differently (and I believe effectively) for the Shotgun. Clarification on whether this is actually changing the skill would be much appreciated.
KRRROOOOOOM
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Shaira Ilv Enna-Ress
Maphia Clan Corporation
21
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Posted - 2014.03.05 21:36:00 -
[215] - Quote
So with all nerfed weapons (included AV ones) I'm expecting to see only tanks, MD and Laser soldiers.
Welcome to TANK-514
My only question is: since DM got heavily nerfed, are you CCP going to remove their stacking penalty? Some CPU/PG cost reduction would be appreciated too...
Dwelling on the past
Struggling for the future
~ A Burning Life ~
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Maken Tosch
DUST University Ivy League
7174
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Posted - 2014.03.05 21:42:00 -
[216] - Quote
Appia Vibbia wrote:Dear CCP Developers, I think you really need to listen to your player-base more. We continue to tell you that your buff to Mass Drivers is going to make them overpowered (OP) time and time again since you suggested they would be receiving a buff, yet you refuse to listen to anyone that desires balance. Come the release of 1.8, when there is thread after thread after thread complaining about Mass Driver spam please do not take another three to four months just to fix it and reduce the stats back to what they currently are.
I'd also like to point out that without increasing the damage of all AV grenades, you just nerfed AV again in a world of OP tanks and Dropships.
And how do you know the new stats are going to be OP? What proof do you have? Considering the dropsuit overhauls and introduction of new dropsuits being implemented, there is absolutely no possible way to know for certain that the MD will be OP once again.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
598
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Posted - 2014.03.05 21:44:00 -
[217] - Quote
Stefan Stahl wrote:1. Locus grenades are spammed because a core locus grenade does 600 hp damage. Nerfed the wrong stat. 2. Long range Magsec SMG has a higher DPS than the short range SMG? Are you serious? 3. Nerfing the breach AR? 4. Nerfing ARs more than SCRs? 5. Nerfing all rifles while simultaneously buffing the MD doesn't sound like a good idea at all. 6. Proficiency change is a nerf to anti-shields weapons. On the plus side I agree with increasing TTK, so you've got that going for you, which is nice. QFT. It's a scary thought that CCP STILL hasn't realized that long range weapons need to have less dps in exchange for the range that they gain.
Long range = low risk = low damage. Close range = high risk = high damage. This really isn't rocket science.
Magsec SMG doing more damage at longer ranges than an Assault Rifle, not even forgetting about the SMG, it's same-class counterpart, is insane.
CCP, that marginal "spool-up" time is NOT enough to offset the fact that the damage numbers are all out of whack for long range/close range weapons. Consider the "natural balance" that comes with these weapons:
Assault Rifle has a really short range. Outside of this range, the weapon is effectively useless. Thus, it should have stopping power--indeed the most stopping power--inside this range, because, well, if the enemy out-ranges the weapon it is rendered useless.
Scrambler Rifle fires single shots AND it overheats. So, in this case, although it has strong range and stopping power at range, if the user fires too many shots too quickly, the weapon seizes and is not functional. Further, the weapon has only manual-fire mode at great distances (which also makes CQC combat difficult as well).
Combat Rifle fires in 3-shot bursts. Very accurate at mid-to-medium-long ranges. It suffers from the same problems of manual fire that the ScR has, but no overheating. In exchange for not overheating, it can't fire as far.
Rail Rifle has long range, high accuracy, and--what?--high damage. In exchange for, um, these, err, "tradeoffs" you get a spool up time. However, in practice, the spool-up time is hardly relevant when the weapon is fully automatic anyway.
In the field, RR users line up the target in the sights and pull the trigger. Spool up goes and bullets start firing until the end of the clip. Spool-up doesn't really factor in past the first shot--the first and only the first shot. Additionally, it is argued that the spool-up time creates a difficult situation in CQC, but this hardly matters, because, again, it only affects the first shot. Further, the accuracy of a rail rifle--its most deadly part of its long range--isn't significantly hindered at close range either. Even the hip fire dispersion is relatively compact, at least on part with other assault rifles. Where, then, are the drawbacks of the RR's potential of long range, high accuracy and high damage? If the RR is to continue being a fully automatic long range weapon with high accuracy, then it needs to have low damage to go with it. Let assault mercs swap to a real sidearm for CQC, since that's what they are there for in the first place.
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Quil Evrything
Triple Terrors
1008
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Posted - 2014.03.05 21:44:00 -
[218] - Quote
jhon hartigan wrote: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?
Whats' your definition of "OP", and "balanced"?
OP = moah powah then MY suit balanced = less powerful than MY suit??
lets break it down: HMG will be more powerful than 'light' weapons? Well YEAH, it SHOULD BE! Heavy have way more hp then other suits? Well YEAH, they SHOULD HAVE!
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DarthMcFizzle
The Unholy Legion Of DarkStar DARKSTAR ARMY
11
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Posted - 2014.03.05 21:51:00 -
[219] - Quote
I guess since my AR is going to suck, it'll be time to break out the old MD fit... |
Mex-0
Namtar Elite Gallente Federation
1
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Posted - 2014.03.05 22:02:00 -
[220] - Quote
"The Laser Rifle received an increase to its effective range; a stronger zoom when scoped; and increased damage at short ranges. Additionally, the Advanced and Prototype Laser Rifles have both received reduced heat cost while firing"
Rejoice Laser rifle users!! after it was nerfed to oblivion, there is a chance it might come back!! |
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Maken Tosch
DUST University Ivy League
7175
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Posted - 2014.03.05 22:08:00 -
[221] - Quote
And here I was thinking 1.8 will be Scouts514 or Heavies514 or Cloaks514.
LOL
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Vell0cet
SVER True Blood General Tso's Alliance
1015
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Posted - 2014.03.05 22:09:00 -
[222] - Quote
Stefan Stahl wrote:4. Nerfing ARs more than SCRs? The ScR is going to be hit harder by the TTK changes than most weapons because of overheat, and its difficulty penetrating armor buffers. While the AR is also bonused vs. shields it is more balanced and will do considerably more damage to armor than laser weapons. Its large clip size will allow it more sustained fire and will be advantageous in a longer TTK scenario.
I really think it's too early to make assumptions about how this will play out. It needs to be vetted in the field. If the AR is underperforming, I suspect CCP will continue to make balance changes going forward. Everyone wants the same thing: for all weapons to be fun and competitive in their respective roles.
Best PvE idea ever!
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DaNizzle4shizle
633
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Posted - 2014.03.05 22:10:00 -
[223] - Quote
are you guys trying to make the mass driver the new FOTM AGAIN!!!!!!!!
Forum Warrior lvl 0.6. yes...... i do keep track of my milestones :)
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2223
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Posted - 2014.03.05 22:19:00 -
[224] - Quote
I've had some more time to think.
1) I'm still of the opinion that the MD is not going to be as OP as people think.
2) The magsec likely IS as OP as people think. I am totally putting that on my HMG heavy suit to give me a long range weapon, it's going to be pretty brutal - and downright ludicrous in the hands of non-amateur heavies like myself.
3) The overall damage nerf is an excellent move, except as people noted, nerfing weapons like the TAR makes no sense and the RR should have been hit harder.
4) The rest of the damage changes, on the other hand, make zero sense. There is literally no reason to go past proficency 1 or 2 on the ScR or LR. Other than the caldari sentinel, every other suit's shields will evaporate already. The benefit will be so negligible as to make it a waste of SP.
4a) Damage mods were nerfed too hard. They are not the (or even a) primary reason for the current low TTK and it's a huge indirect nerf to AV and alpha weapons like the SG and sniper. There's nothing worth putting in those slots now besides extenders.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2223
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Posted - 2014.03.05 22:24:00 -
[225] - Quote
Cubs is on to something with the damage mods:
- I think that changing proficiency back to an overall damage increase but dropping it by 1% per level would be more than sufficient to address TTK considering the overall damage reduction.
- Then you make 2 types of damage mods, 1 that increases shield damage, one that increases armor damage. You can choose to equip one, both, whatever, but it's an added layer that would allow for more creativity in fittings. More variety > less.
- I guess you could do it the other way around, damage mods are still applied to overall damage, and you create two separate proficiency skills, but that seems worse to me for some reason. Not sure why
(first post seemed too long, so I split it up)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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bamboo x
Eternal Beings Proficiency V.
131
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Posted - 2014.03.05 22:33:00 -
[226] - Quote
Mossellia Delt wrote: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.
The sniper thing is a very valid point. It won't be able to eat through shields fast enough to kill anything shield tanking.
However the shotgun isn't getting nerfed, the proficiency will probably still increase RoF instead of shield damage, and all this will mean is you'll have to switch to your sidearm to finish the job. I don't see anything wrong with that.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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bamboo x
Eternal Beings Proficiency V.
131
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Posted - 2014.03.05 22:45:00 -
[227] - Quote
John Demonsbane wrote:2) The magsec likely IS as OP as people think. I am totally putting that on my HMG heavy suit to give me a long range weapon, it's going to be pretty brutal - and downright ludicrous in the hands of non-amateur heavies like myself.
It's still going to have a hard time against anything shield tanking. I would advise against using two armor-based weapons on a heavy. You're probably going to want the ion pistol instead.
Quote:3) The overall damage nerf is an excellent move, except as people noted, nerfing weapons like the TAR makes no sense and the RR should have been hit harder.
4a) Damage mods were nerfed too hard. They are not the (or even a) primary reason for the current low TTK and it's a huge indirect nerf to AV and alpha weapons like the SG and sniper. There's nothing worth putting in those slots now besides extenders.
I'm not so sure that AV is being nerfed at all. Gunnlogis are just going to have to be hit hard or fluxed/AV naded before using your FG/SL. But armor-based vehicles are going to be cake. And as far as I'm concerned, as long as one of the gunships is getting an upper hand in AV again, I'm OK with the Caldari Assault Dropships being harder to kill. Dropships have been struggling and this is a refreshing change.
And as I said in my last post, the sniper rifle change IS a problem, but I don't know why it's that much of a big deal to switch to your SMG or magsec from the shotgun once their shields are down.
Edit: As a matter of fact I can see this giving the Plasma Cannon some SERIOUS AV potential
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2225
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Posted - 2014.03.05 22:52:00 -
[228] - Quote
bamboo x wrote:John Demonsbane wrote:2) The magsec likely IS as OP as people think. I am totally putting that on my HMG heavy suit to give me a long range weapon, it's going to be pretty brutal - and downright ludicrous in the hands of non-amateur heavies like myself. It's still going to have a hard time against anything shield tanking. I would advise against using two armor-based weapons on a heavy. You're probably going to want the ion pistol instead.
I have fluxes for that. What I need is range, baby! Can't play every match in the Gallente facility.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Master Smurf
Nos Nothi
171
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Posted - 2014.03.05 22:53:00 -
[229] - Quote
John Demonsbane wrote:Cubs is on to something with the damage mods:
- I think that changing proficiency back to an overall damage increase but dropping it by 1% per level would be more than sufficient to address TTK considering the overall damage reduction.
- Then you make 2 types of damage mods, 1 that increases shield damage, one that increases armor damage. You can choose to equip one, both, whatever, but it's an added layer that would allow for more creativity in fittings. More variety > less.
- I guess you could do it the other way around, damage mods are still applied to overall damage, and you create two separate proficiency skills, but that seems worse to me for some reason. Not sure why
(first post seemed too long, so I split it up)
No because people would skill both to get the damage passively.
Your first thought (Cub's idea) is correct because then it is an opportunity cost. You want added shield and / or armor damage, you forego extenders / energizers
An idea I had when CCP was floating this proposed change. Same here explained slightly different
"Shine bright like a diamond"
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Reav Hannari
Red Rock Outriders
3123
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Posted - 2014.03.05 22:59:00 -
[230] - Quote
Asirius Medaius wrote:God, I really hope that this is not the ONLY content being released this update, or else I will have to send my order for Amazon for Dark Souls 2 immediately.
Three dev blogs for 1.8: weapons, dropsuits and equipment.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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bamboo x
Eternal Beings Proficiency V.
131
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Posted - 2014.03.05 23:03:00 -
[231] - Quote
John Demonsbane wrote:I have only two proto fluxes for that. What I need is range, baby! Can't play every match in the Gallente facility.
Fixed
Think about it, when your fluxes run out, armor-based weapons will be so weak against shields now that they will literally stare you in the face and laugh
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Draka Marintu
TeamPlayers Negative-Feedback
176
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Posted - 2014.03.05 23:05:00 -
[232] - Quote
If they add dmg resist for fat suits like they are supposed to its going to make us fatties really hard to kill with this increase to ttk
When the war of giants is over the war of pygmies will begin
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Bendtner92
Imperfects Negative-Feedback
1806
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Posted - 2014.03.05 23:31:00 -
[233] - Quote
I thought you guys were trying to balance things out in 1.8, but I guess not?
In what world does it make sense to nerf ARs more than ScRs? CR and RR also aren't nerfed much more than the AR, what's up with that? Oh and that nerf to the OP AR variants really sound so good
The same mistake you made with the RR is now being done with the Magsec. Long range weapon also having high DPS and seriously outclassing the lower range weapons. You just can't learn from your mistakes I take it?
Speaking of learning from mistakes, why is it that you insist of nerfing one thing, in this case rifles, and then buff a counterpart, in this case the MD? You're nerfing rifles to increase TTK, but at the same time buffing the MD because it's a little UP at the moment. You can't see that nerfing rifles would make the MD viable even without buffing it?
Now, vehicles vs AV balance, where is that? You said you would be doing balance passes after 1.7 if it was needed. It's currently tankspam 514 if you haven't noticed and you aren't doing a damn thing about it? Oh wait, but you are! You're nerfing AV even more!
Finally, about those medium suit changes you also released today (in another thread). Can you give me one, just ONE, reason to run an Assault suit over a Scout suit? Assaults get slightly more health, but is then worse in litterally every other stat, so why would ANYONE ever use an Assault suit?
TL;DR: GG CCP, 1.8 is a fail.
How about that respec btw?
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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godhands9
Molon Labe. General Tso's Alliance
167
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Posted - 2014.03.05 23:36:00 -
[234] - Quote
YES!!!!!!!!! The massdriver returns...from helllll. |
godhands9
Molon Labe. General Tso's Alliance
167
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Posted - 2014.03.05 23:37:00 -
[235] - Quote
ChromeBreaker wrote:First!!!!!!!!! dem pistols that ion pistol looks like a beast lol 24% + dmg reduction to rail rifles hahahaha (assuming two complex dmg mods) .... Black Tank in the Blog banner?.... Proto Tanks?...
dude that ion pistol is going to be my new friend. |
godhands9
Molon Labe. General Tso's Alliance
167
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Posted - 2014.03.05 23:44:00 -
[236] - Quote
is there a date when 1.8 is hittin the floor? |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
187
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Posted - 2014.03.05 23:45:00 -
[237] - Quote
bamboo x wrote: I'm not so sure that AV is being nerfed at all.
We'll carry one less AV grenade; Forge guns and swarms rely on complex damage mods to be effective.
AV is getting nerfed. Again. :CCP: |
Kigurosaka Laaksonen
DUST University Ivy League
523
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Posted - 2014.03.05 23:56:00 -
[238] - Quote
Are myofibrils getting nerfed?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Cross Atu
OSG Planetary Operations Covert Intervention
1958
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Posted - 2014.03.06 00:26:00 -
[239] - Quote
Appia Vibbia wrote:Dear CCP Developers, snip I'd also like to point out that without increasing the damage of all AV grenades, you just nerfed AV again in a world of OP tanks and Dropships. This is something worth keeping an eye one. The proto AV nades now do less damage than the STD did a couple patches ago and are currently unable to take out many commonly run MLT HAV fits deployed as of 1.7. Removal of 33% of the potential damage from the AV nades now makes even the proto verity essentially useless in most situations, doubly useless if Hives get nerfed again in 1.8
On a somewhat related (AV) note, the change to the swarm launcher will nerf that further as well... and it's lock on function (not range, the basic lock mechanic itself) is still inconsistent and broken.
SupportSP Rollover & an improved Recruting System
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Tesfa Alem
Death by Disassociation Legacy Rising
94
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Posted - 2014.03.06 00:28:00 -
[240] - Quote
DAFUQ???
My AV grenades! What the hell is just two of them supposed to do? Nerfed by frigging tank killling capacity by 30%!!!! I defend tankers all the time from the AV guys, but you really just ***** slapped them across the face.
My Flux grenades! i hope CCP buffed them like crazy, its already hard enough taking out equipment spam . Now with caldari sentinels running around, plus the only logi to have current Nanahives to keep the grenades coming will be the caldari......
My Damage mods! 2% boost for complex? give me my SP back! thats a ton of skill points for nothing in return. 1 percent boost are you kidding me?
You want to reduce TTK but you put MORE damage into the Mass driver?!!! WTF. That is friggin backwards as hell.
so this leave me with two questions.
1 why did you reduce the number of AV and flux grenades which has little to do with time to kill?
2 How do you go about testing the stats? Its seems nothing gets fixed untill a player makes a video highlighting what is broken, and things get rearranged by, for better (and if your Minmatar logi for worse )a very small group of players (CPM)which tells me only a few people in CCP Shanghai can be bothered to keep track of anything that goes wrong.
My Minni Logi got hit hard, my equipment got hit harder and now this......goddmanit.
Redline for Thee, but no Redline for Me.
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