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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Virgil Walker
Eternal Beings Proficiency V.
2
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Posted - 2014.03.06 00:29:00 -
[241] - Quote
I like long kill times, but I sense a huge increase in mass driver spamming. Don't know what will be worse, mass driver or tank spamming? |
medomai grey
WarRavens League of Infamy
429
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Posted - 2014.03.06 00:29:00 -
[242] - Quote
I think this is the first patch were I'm more excited over balancing changes than new content.
I have a few concerns like the buff to mass drivers and the power of new weapons but I reserve my opinion until I actually get to try out 1.8 for myself. It's hard to make a judgment without actually seeing how these changes will perform; not everything is expressed in spreadsheets.
For example, there are some players who are crying that the magsec SMG will be OP and out perform plasma rifles(assault rifles). But perhaps the weapon will have a strong recoil that makes it difficult to aim? I don't know. I have to wait and see.
Blatant Dust_514 recruiting in the silliest of places. :P
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Hawkings Greenback
Red Star. EoN.
108
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Posted - 2014.03.06 00:36:00 -
[243] - Quote
Thanks for the Dev Blog.
Trouble is it raises more questions than it answers.
I'm trying to reserve judgement until 1.8 goes live, but you have various community members pointing out some obvious irregularities & it looks like you are going to ignore them (again) #slowclap
/sarcasm starts I hope for a respec so I can roll a heavy to drive a tank with multiple hardners in the redline with a railgun & laugh at swarm launchers & people throwing 2 AV 'nades while standing on a crappy nanohive. Not forgetting forge gunners as I roll behind a hill on the edge of a crater/mountain overlooking the whole map. Good times /sarcasm ends
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Garth Mandra
The Southern Legion League of Infamy
345
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Posted - 2014.03.06 00:38:00 -
[244] - Quote
Mostly seems okay.
I worry that they're trying to balance too many things all at once.
Nerfing rifle DPS is good. Buffing MD and laser at the same time is possible not going to work out well if CCP overshoots the buff/nerf. Giving sentinels resists at the same time is going to be painful. Mucking about with proficiency is not good to do at the same time either. Damage mods too.
Adding new sidearms is probably okay.
CCP needs to prepare these balance and mechanic/balance changes and then deploy them one at a time and observe the effects. Probably separate deployments by two or three weeks so that effects can be observed. |
Maken Tosch
DUST University Ivy League
7177
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Posted - 2014.03.06 00:44:00 -
[245] - Quote
Garth Mandra wrote:Mostly seems okay.
I worry that they're trying to balance too many things all at once.
Nerfing rifle DPS is good. Buffing MD and laser at the same time is possible not going to work out well if CCP overshoots the buff/nerf. Giving sentinels resists at the same time is going to be painful. Mucking about with proficiency is not good to do at the same time either. Damage mods too.
Adding new sidearms is probably okay.
CCP needs to prepare these balance and mechanic/balance changes and then deploy them one at a time and observe the effects. Probably separate deployments by two or three weeks so that effects can be observed.
Honestly sometimes it's better that these balance changes are done all at once rather than one at a time. One balance change compensates (somewhat) for another and you cut down on development time. But like I said, sometimes. Other times you need to do it one by one.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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AGRIA SINEFA
Digital War Science
0
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Posted - 2014.03.06 00:47:00 -
[246] - Quote
Is the HMG not getting a nerf to damage? |
Maken Tosch
DUST University Ivy League
7177
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Posted - 2014.03.06 00:48:00 -
[247] - Quote
Hawkings Greenback wrote:Thanks for the Dev Blog.
Trouble is it raises more questions than it answers.
I'm trying to reserve judgement until 1.8 goes live, but you have various community members pointing out some obvious irregularities & it looks like you are going to ignore them (again) #slowclap
/sarcasm starts I hope for a respec so I can roll a heavy to drive a tank with multiple hardners in the redline with a railgun & laugh at swarm launchers & people throwing 2 AV 'nades while standing on a crappy nanohive. Not forgetting forge gunners as I roll behind a hill on the edge of a crater/mountain overlooking the whole map. Good times /sarcasm ends
I agree that we should reserve judgment first until 1.8 arrives. Besides, we still have at least two more dev blogs to wait for. One for dropsuits and the other for equipment which will likely cover cloaks. Speaking of which, I'm surprised people have forgotten about the impact of the cloaky scouts.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Mex-0
Namtar Elite Gallente Federation
1
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Posted - 2014.03.06 01:04:00 -
[248] - Quote
Maken Tosch wrote:And here I was thinking 1.8 will be Scouts514 or Heavies514 or Cloaks514.
LOL After reading the part about laser rifles, it might be LaserRifle514 again!
Gallente Born, Minmatar Specc'd.
The Sixth Kin
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I-Shayz-I
I-----I
2457
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Posted - 2014.03.06 01:33:00 -
[249] - Quote
The Assault Mass Driver splash damage goes like this:
72.5 91.35 95.7
This has to be a typo...
Links:
List of Most Important Threads
I make logistics videos!
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Vapor Forseti
THE-TITANS
158
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Posted - 2014.03.06 01:48:00 -
[250] - Quote
You nerf the already-terrible AR and you leave the HMG untouched? What?
>CCP Saberwing: "NERF EVERYTHING!!!"
THE-TITANS Director
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JIMvc2
BurgezzE.T.F General Tso's Alliance
7
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Posted - 2014.03.06 02:03:00 -
[251] - 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!
What about the New mode Arsenal ? I heard about it before the patch notes of 1.7.
Here is the Link
https://forums.dust514.com/default.aspx?g=posts&m=1421583 |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1729
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Posted - 2014.03.06 02:06:00 -
[252] - Quote
Focusing on the grenade changes.
All are agreed that explosive spam, primarily from locus grenades, the Mass Driver and Remote Explosives were having a negative impact on the gameplay experience in DUST.
It is encouraging to see CCP attempting to address this issue in 1.8 via grenade changes but discouraging to see CCP exacerbating this issue in 1.8 via Mass Driver splash increase.
I feel reducing the number of grenades carried is treating the symptom but not the cause. This grenade-spam problem is driven solely by grenade replenishment, the fact that mercs carry 3 grenades does not drive grenade spam. My feeling is that the vast majority of experienced mercs who have an issue with 'nade spamming have no issue with the current 3-nade capacity.
By that reasoning, the drivers of grenade spam are then supply depots and nanohives.
Because supply depots are fixed they are not a big driver of grenade spam, and mercs sticking close to a depot are vulnerable. Furthermore, any merc making trips back to a depot for grenade resupply is putting themselves at risk, so any spamming comes at a price.
That leaves Nanohives. It would be a mistake to nerf nanohives to ameliorate nadespam. By directly nerfing nanohives we affect several other other systems(armor, ammo) that are not unbalanced. Better to address the grenade replenishment mechanic directly. We could completely eliminate replen from hives, some have called for it, including myself, but we can prolly do better.
TL;DR: Reduce the rate of grenade replenishment from nanohives to 1 grenade replenished per 15 seconds, and make it independent of number of hives - Nadespam solved without nerfing hives.
I support SP rollover.
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JIMvc2
BurgezzE.T.F General Tso's Alliance
7
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Posted - 2014.03.06 02:06:00 -
[253] - Quote
Vapor Forseti wrote:You nerf the already-terrible AR and you leave the HMG untouched? What?
Same here Im like wtf why nerf the AR, they aint OP ? my assault rifle has 2 enhanced damage mods of 5% = 10% |
GENERAL FCF
Sentinels of New Eden
22
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Posted - 2014.03.06 02:22:00 -
[254] - Quote
Bolt 514: Uprising 1.8 -The return of the Mass Drivers... Poor little AR we thought you were fine but we guessed wrong. SR nerf is welcomed! RR & CR nerf extremely welcomed! SMG nerf is welcomed! If this update doesn't even out weapons, buff the HMG a little more its nearly perfect, but for all weapons, greatly reduce the standard ttk and greatly increase the ttk for proto weapons! If someone spends their precious SP ALL into a specific weapon, they should receive the fruit of their labor! The standard and proto versions are too similar, its pointless to go proto.
P.s. thx for more weapons! Where's the player market and Gallente heavy dropsuits? |
Celus Ivara
DUST University Ivy League
173
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Posted - 2014.03.06 02:36:00 -
[255] - Quote
Maken Tosch wrote:Garth Mandra wrote:Mostly seems okay.
I worry that they're trying to balance too many things all at once.
Nerfing rifle DPS is good. Buffing MD and laser at the same time is possible not going to work out well if CCP overshoots the buff/nerf. Giving sentinels resists at the same time is going to be painful. Mucking about with proficiency is not good to do at the same time either. Damage mods too.
Adding new sidearms is probably okay.
CCP needs to prepare these balance and mechanic/balance changes and then deploy them one at a time and observe the effects. Probably separate deployments by two or three weeks so that effects can be observed. Honestly sometimes it's better that these balance changes are done all at once rather than one at a time. One balance change compensates (somewhat) for another and you cut down on development time. But like I said, sometimes. Other times you need to do it one by one. For the specific weapons' DPS balance pass and the DMG mod adjustments, I think it's fine to do them all at once. The changes have little chance of muddying each other and the results should be easy to read. (Possible exception though is MD vs high-slots; if players start using more shield extenders, is that due to DMG mods being less sexy, or are they responding to increased use of MDs and trying to push their tank towards a greater resist to explosives?)
For the Proficiency changes though, they are a rather a-typical change we don't have an easy reference for, and I am quite concerned that doing them at the same time as all the other changes will make the data hard to interpret.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Kairos Nitak
Molon Labe. General Tso's Alliance
17
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Posted - 2014.03.06 03:06:00 -
[256] - 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.
This! This! A million times this!
Also it is the only way that us assault players can contribute to the AV cause. Its not like AV nades have been a problem, doesn't make any sense to nerf them. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
87
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Posted - 2014.03.06 03:15:00 -
[257] - 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.
^ This! Just a bump so more people will read it. |
unstopable mason
The Generals General Tso's Alliance
0
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Posted - 2014.03.06 03:20:00 -
[258] - Quote
please remove redlines and add a hield where you cant shoot from those red line tankers r so annoying and nerf the railguns please im begging you |
LittleCuteBunny
347
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Posted - 2014.03.06 03:22:00 -
[259] - Quote
A good adjustment would be for proficiency to do more damage against the weapon's weaker element .
Recruiter Link
Retired.
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xp3ll3d dust
The Southern Legion League of Infamy
128
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Posted - 2014.03.06 03:45:00 -
[260] - Quote
CCP keep putting in Caldari rails into Dust as high DPS & long range to try and minic EVE sniper ships. However there is one thing they are missing. EVE has transversal, so if you get up close to a ship using long range rails they can't hit you as your orbit "gets under their guns".
In Dust we don't have any concept of transversal or differences for being close/far. So when you go into CQC with a rail user, they are still as effective close range as at their optimal range. |
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Dunce Masterson
Savage Bullet
28
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Posted - 2014.03.06 03:52:00 -
[261] - 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.
what about the feedback damage its way to high can you reduce it to 50 like the other amarr rifle?
or you could give the rail rifle the heat build up and the same feedback damage and all will balanced.
Basic 125 advanced 175 prototype 225
(edit) i would love to hear the rail rifle users feed back about feedback damage after they have committed suicide several times |
Poonmunch
Sanguis Defense Syndicate
811
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Posted - 2014.03.06 03:54:00 -
[262] - Quote
Obodiah Garro wrote:Sniper rifles have been stealth nerfed hugely (but who really cares on this eh? )
Me.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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KalOfTheRathi
Nec Tributis
1001
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Posted - 2014.03.06 04:18:00 -
[263] - Quote
Okay, the OP as delivered Combat and Rail rifles are being brought back in line with a universal Nerf on everything else. Which might well mean they are still OP enough to maintain their FOTM status. In battle use by real players will tell.
And they are releasing the OP as delivered Bolt pistol that does ~141-148 with 8 in the clip* that has longer range than anything a heavy can carry, beside the Bolt pistol itself. The standard SMG options for a Heavy are useless against the BOLT as it can out range them by 8m at effective ranges. The ION is CQC or shoot the Red in the back only with its truncated range.
Which means the Heavy will have to carry a Bolt Pistol or die, just like what happened with the Combat and Rail rifles. Ranges beyond 50m for a heavy can only be solved by a forge gun and keeping out of range to this latest FOTM, for a CQC fit that seems wildly inconsistent. The forums spew hatred on any Heavy that stands off and kills them from over 100m as it is. Or worse equipping a light weapon in their heavy suit so they can at least have some capability to counter the FOTM.
Well, CCP/Shanghai is consistent I will grant them that. A new weapon is released as a day 1 OP FOTM necessity.
It may well play out differently but as this from the Devs at CCP/Shanghai for use in Dust514 ... I suspect not.
* Damage per clip > 1100HP. With any proficiency bonus or damage mod ... Heavies will be easy pickings.
And so it goes.
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KalOfTheRathi
Nec Tributis
1001
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Posted - 2014.03.06 04:33:00 -
[264] - Quote
Vrain Matari wrote:Focusing on the grenade changes. ... snip ... That leaves Nanohives. It would be a mistake to nerf nanohives to ameliorate nadespam. By directly nerfing nanohives we affect several other other systems(armor, ammo) that are not unbalanced. Better to address the grenade replenishment mechanic directly. We could completely eliminate replen from hives, some have called for it, including myself, but we can prolly do better You seem to have missed the equally huge Nerf coming up for Hives, indeed equipment of many types have been targeted by Nerf Hammer of Doom. To the point of carrying some of the equipment might well be a waste of SP. There will only be one good Nano Hive in the game. Highest Proto, don't recall if it is AUR as well.
And so it goes.
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Poonmunch
Sanguis Defense Syndicate
811
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Posted - 2014.03.06 05:08:00 -
[265] - Quote
Beck Weathers wrote:I like what I see but I do kinda feel like the Complex damge mods are kinda a waist now
** SPROING **
That was the sound of me becoming a bitter, jaded vet.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Poonmunch
Sanguis Defense Syndicate
811
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Posted - 2014.03.06 05:11:00 -
[266] - Quote
bamboo x wrote: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.
Word.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Cross Atu
OSG Planetary Operations Covert Intervention
1962
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Posted - 2014.03.06 06:49:00 -
[267] - Quote
Virgil Walker wrote:I like long kill times, but I sense a huge increase in mass driver spamming. Don't know what will be worse, mass driver or tank spamming? I agree on the TTK, and I'm not overly worried by the MD. The values may or may not need a further tweak (tweak not overhaul for any devs watching this thread) but with the further nerfing of the nano hives and the long awaited fix to damage mods the MD will be getting scaled back in other secondary areas even as this buff comes through. Regarding the direct buff both the MD and the LR need some love they clearly cannot remotely keep pace with the current iteration of the AR, ScR or even Shotty, to say nothing of the RR or CR, just watch any kill feed (you know, in between the listings for vehicle based kills).
Look at it this way, when was the last time you played a day with a MD or LR in every match? Okay, now when was the last time you played a day without a CR or RR in every match? I bet everyone can see where this point is going...
Cheers, Cross
PS ~ While I am fully in support of the fix to damage mods, and in fact adamently believe it is long overdue, it is still worth noting that a side effect of it will be a further nerf to the effective power of infantry based AV weapons. The Forge, Swarm, and Plasma were already in a rough spot under 1.7. Or to be more blunt the AV value of the Plasma was essentially nil, the swarms were of minimal value (even at proto level against MLT fit HAVs) and the Forge could do some work but leaned heavily on the use of damage mods. With this change even those effects are going to be undercut and CCP would do well to consider some polish on the AV weapons to make them more effective in light of the damage mod fix.
After all right now you can run certain HAV fits which are less expensive (in both ISK and SP) than an AV Forge fit.
SupportSP Rollover & an improved Recruting System
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Hawkings Greenback
Red Star. EoN.
110
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Posted - 2014.03.06 07:38:00 -
[268] - Quote
Poonmunch wrote:Beck Weathers wrote:I like what I see but I do kinda feel like the Complex damge mods are kinda a waist now ** SPROING ** That was the sound of me becoming a bitter, jaded vet. Munch
I felt a great disturbance in the Force, as if millions hundreds of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened.
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Billi Gene
496
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Posted - 2014.03.06 08:20:00 -
[269] - Quote
>.< stopped reading after page 7 at this point....
just wanted to say:
yay on the FG vs Dropship front... not entirely convinced, but then i guess DS are meant to be a little squishy... RPG trade-offs and all that.
not commited to saying yay or nay on weapons changes, increased TTK is a good thing, and hopefully should return us to the tactical shooter from beta...
if you are doing what i think you are :::
setting the stage for higher fidelity balance passes...
then i applaud your foresight....
if that wasn't the plan with the changes to damage mods and proficiency, might i suggest you take another look at the changes in such a light xD.
peace love and brown rice
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Galvan Nized
Deep Space Republic
766
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Posted - 2014.03.06 09:42:00 -
[270] - Quote
I have a feeling 1.8 is going to be extremely 'meh.'
Once again CCP brings the sword when we merely needed the scalpel. I'm just curious if ANY feedback was actually used when creating these numbers. Some changes were okay but others are going to have major backlashes. Always 1 step forward and 2 steps back.
I don't like the fact that DMs got nerfed flatly with no changes, really killing all low rof weapons. Sure high rof weapons took huge advantage of DMs but low rof weapons did not. The poor sniper rifle won't be able to kill anyone now, the forge will struggle to even take a tank's shields down. |
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